The Dreaming Lake Sprint 6
My name is Matthew Montalvo and I am one of the Level Designers for The Dreaming Lake. My job this sprint was to pass over half of the map to correct any mistakes that were present, add landmarks to Quadrant 4, and then add a proper border to Quadrants 1 and 4. For the sprint recap, I got 5 cards done, with 2 cards left for a total of 7 points out of 9 points total. Now, I'll break down all of the work I got done this time around.
The first thing I tackled this sprint was the composition pass of Quadrant 4. This specific pass over the Quadrant is for me to create interesting spots where the player would be interested in taking screenshots.
As far as specific areas in Quadrant 4 to place these spots, I felt that these 4 spots were spread out enough in the Quadrant for the player without the spots feeling too close together. There are 5 spots circled on the image, but the 2 spots circled on the left are for the same area.
The first spot I did was the next to the rockslide are on the right side of the image of circled places. This spot is highlighting an interesting man-made tree formation, I showed this formation from multiple angles as the photos help express the spot.
The second spot I did is on the far right side of the image of circled places. This spot is highlighting an area that has experienced rockslides, the ground is covered in rocks and boulders that are in the ground, and boulders that are on the cliff face.
The third spot I did is on top of the image of circled places. This spot spoke to me when I was searching for spots to make compositions out of, it had a fantastic view that I had to take advantage of. The spot itself is highlighting a lookout view as it can see multiple really cool views from that one spot alone.
The fourth spot I did is the far left circled spot on the image of circled places. This spot specifically had the tree in the middle of the area, you can especially see it in the bottom image. I thought the spot overall was pretty mysterious, and I felt that adding more trees and bushes would allow the spot to be more inviting.
The next task I was assigned with doing was to check Quadrant 4 for floating objects and exposed holes. I decided against doing a quick sweep of objects as I felt I could still easily overlook floating objects by mistake. I actually went through every single area and every group to preview every single object so that I could ensure none of them were floating or showing holes during gameplay.
After that task I was assigned with doing a similar check of Quadrant 1 where I looked for floating objects and exposed holes. I had to perform a different process compared to Quadrant 4 as Quadrant 1's hierarchy was not organized. Instead of checking every area for object groups, I had to check every tree in the Quadrant first, then every single bush, etc... I made sure that no objects in that Quadrant were floating or had holes showing as I checked everything.
Now, normally I would have images in each section because that can then prove the work I have done. I made the mistake though of not taking a few pictures during the clean up passes for these Quadrants. Apologies as currently there is no point in me showing pictures of complete Quadrants as it's just going to be a normal picture.
The next task I got assigned was to create a world border around Quadrant 1 so that players could not just look out of Quadrant 1 and see the edge of the world leading into a void. I gathered reference images and got to work.
These images above are the only spots I could find in the map where you could see past the tree border of Quadrant 1. Those spots are the highest lookout point in the map, and then the watch tower right next to the Quadrant 1 border. I felt as though I could clearly see the void from both of these locations, with that in mind I needed to raise the land up more than it already is to attract the players eye.
The first image is what I came up with for the world border of Quadrant 1, the other two images are what the world border now looks like from the reference positions I posted above. The process overall was tricky to get the right mountain feel while also having enough height to hide the edge of the map, but I feel I hit a good balance.
The next task I got assigned was to create the world border for Quadrant 4 to hide the edge of the map from the player. Like Quadrant 1, I gathered some reference images so that I can get a before and after of what the player can see from multiple vantage points.
These images above were the main spots that I could see the Quadrant 4 border. There is one other spot that could see the Quadrant 4 border, but I didn't get a picture of it before I started working on that terrain.
The top image of these four is the overview in the editor of the Quadrant 4 border, this Quadrant border proved a bit more challenging for me to create compared to the Quadrant 1 border. The main reason is that the player had a few ways to see a large majority of this border from up close. The other main reason is that I had to weave a road into the Quadrant border. If the road went straight then the player would see a small part of the abyss of the map. The second and third images are showing what the new world border looks like from the reference images above. The last image is another close up angle of what the border looks like in play mode.
That was all of the work I was able to accomplish this sprint, as far as the work I have left for the sprint. I have 1 card in progress, and then 1 card in assigned. The in progress card is a Detail Pass of Quadrant 1, and the assigned card is a Detail Pass of Quadrant 4. I am happy with the work I got done this sprint as I added some more landmarks in Quadrant 4 for players to interact with. I carefully checked every object in both Quadrants 1 and 4 for floating objects and objects that were showing holes. I then added borders to both Quadrants 1 and 4 to make the player feel like they are in a world, and not just a floating island in the abyss.
I can't wait to see what the other level designer comes up with for the remaining 2 borders, those will be added in the final sprint. The end of this project came a lot faster than other projects I have worked on. I would like to thank my awesome group members for making this project a blast to work on throughout the semester. I am very glad that I got to collaborate on a project of this scale, the game evolved several times over the semester, from an exploration pass to a beauty pass. This will be my final blog post for The Dreaming Lake, but I highly recommend checking out the project when it releases on Tuesday May 10th, 2022 on The Dreaming Lake's itch.io page, see you all then.
The Dreaming Lake Sprint 5
My name is Matthew Montalvo and I am one of the Level Designers for The Dreaming Lake. My job this sprint was to pass over half of the map in detail to make sure that half was interesting for the player to explore. My job was also to prevent the player from getting stuck anywhere with my barriers, but also to prevent the player from getting out of the map from this half. For the sprint recap, I got all but one card done this time around for a total of 8 points. Now, let me break down what I got done this time around.
The first thing I tackled this sprint was the detail pass of Quadrant 4 (Will be using the term Quadrant to refer to Quarters of the map from now on). This card was to fix anything I saw that was wrong in the quadrant at the time I got the card. For this version of the card, I found 7 things wrong in the quadrant that I went ahead and fixed.
The first major thing I did during this card was organize the hierarchy in Unity. We had a running problem throughout the project so far where the other level designer and myself were just grouping by prop. This meant that we had a tree group with over 200 items in there, this is an issue and I looked for a solution. My new solution was to make dedicated areas of props around the quadrant, in the image Area 1 is highlighted which means that all props and groups in Area 1 are highlighted. In Area 1 I also put smaller groups for the trees, rocks, and boulders of that particular area so that we have even more organization. Now we should not have anymore organization issues in Quadrant 4 for the rest of the project as every object has a place.
The next thing I did during the card was build the fence that borders this cliff. When I started working in this quadrant the fence was started, but none of the middle posts were placed, so I slowly built the fence and moved the middle posts of the fence to the planks as the position was always off. The only problem I ran into with this was having to slight scale a few of the planks to fit a middle post when the space between middle posts would fit another set of planks.
Then I saw that the watch tower area was pretty empty, so I decided to add trees and rocks to the area to try and give a little more life to the place. I also moved the watch tower itself back as it was right on the edge of the hill which felt a bit too close to be normal.
I noticed when looking around the quadrant that this hill on the left of the image was completely baron, so I placed some trees and rocks on it to populate the area.
This particular area in the quadrant also had no trees, sometimes areas with no trees are fine as stated by my lead. This advice is correct in most cases, but I felt since this area was more of a dead end that it made sense to put some trees and rocks in.
When working on Quadrant 4, I noticed an area that looked like an alternate path of sorts. I asked and found out it was an alternate path, but it was meant to be covered in rocks. I followed that advice and covered the area in rocks, boulders, and bushes.
The top image is all of the colliders that were added for this card. The bottom image is the first collider, this was the outside border. This went all the way to Quadrant 3 and had no issues that I came across. This was because there were almost no spots where the player could get out of the map in this quadrant. The spots the player could get out were blocked by a fence that they cannot jump over.
The top image is the other collider for the watch tower area, the player got stuck a few times which called for adjustments. The bottom image is for the collider around the fence on the cliff, that one had no problems when testing.
These three colliders all had no issues when I placed them, these are apart of the ridge with the alternate rocky path. Also, I make the colliders so tall so that players cannot somehow bug their way over them. Currently there is a bug where the player can climb walls, so technically making the colliders this high should do nothing. However, I figure when the bug is fixed then there should be no way players escape these barriers.
The top image is the other side of that ridge from the previous 3 colliders. The middle image is ridge right below the watch tower area, this section was really long which is why some of the collider is invisible. The bottom image is right below the middle image, this collider also had no issues.
The final collider I added was almost at ground level, and I only added it for some of this raised land as the player could realistically jump down the part that is not covered. I ran into a few places where the player got stuck, but that was fixed pretty quickly.
This is the top down overview of Quadrant 4 with the terrain painted. This task was not challenging, but it was time consuming as you have to get the ground to look good and not rushed.
For a closer look on a few spots, I mixed multiple materials together to create a blended grass look. In this example I mixed 3 different kinds of dirt materials, and the threw a rock material in the mix to then get lightly brushed over with grass.
The first two spots that I touched up in this quadrant were just spots that I felt needed rocks and trees. The top image I felt like there needed to be more rocks near the lakefront, so I added those along with a few trees and bushes. The bottom image had nothing in the middle of that area, so I added some trees but kept it light as I thought that area needed to be a bit open.
Both of these images are from the same area of Quadrant 3, there was a big strip of land that was empty. I filled this straight portion of land with trees, bushes, and leaves to liven up the area. Also for the top image I added a big boulder pile as there were no boulders in the area.
For the top image I implemented the same organization system into Quadrant 3 that I used in Quadrant 4. I figured that I should quickly get this system of organization into the project so that we can take advantage of it as soon as possible. The bottom image is a top-down shot of Quadrant 3 with the painted terrain. I painted the terrain in the same method that I did for Quadrant 4, I mixed material layers to add depth to the ground.
The top image is the collider that surrounds the entire lake in the middle of the map. I adjusted the border that was in Quadrant 3 to allow the player to not get stuck. On the bottom image is the collider on the raised side of the quadrant. I noticed that players could sort of walk up the hill a bit and with enough effort could walk through a collider and then try to go back and get blocked. To prevent this from happening I made this collider double sided to avoid that problem all together.
The top image is a slight adjustment so that the Quadrant 3 collider meets up correctly with the Quadrant 4 collider. This is so that the player can't slip in between these colliders an walk on the outside of the map. The bottom image is all of the colliders for Quadrant 3 highlighted, this does no include the lake collider that I showed above.
The first spot that I did was in the middle portion of the quadrant, I noticed that a memory involving a circle was there. This memory prompted me to try creating a crop circle of rocks, I really like how this one turned out. Top image is an aerial while the bottom image is gameplay.
The second spot that I did was over in the top left corner of the quadrant (according to the top down image). My original goal was to create a circle of trees that had an opening in the middle for a potential stargazing memory spot. I instead opted for an obelisk like pillar surrounded by trees so that the player is attracted to the mystery of the spot. I raised the terrain in this area so that the player would look towards that first, otherwise nothing bright is screaming at the player to look in that direction.
The third spot that I did was on the right side of the crop circle that I made. My plan was to take those towers of rocks that you see and make an interesting location out of them. I created a boulder tower to mimic the rock towers, I wanted the location to be an eye catcher. I specifically put a rock tower on the trail so that the player will turn and look in that direction, then they will see the rock structure and be drawn towards it.
The fourth spot that I did was right below the crop circle. I had already established boulder piles there from a previous sprint, but I wanted to make cliff boulder formations so those boulder piles made sense. I also used some trees to frame a good shot that players can look at when walking by.
The Dreaming Lake Sprint 4
My name is Matthew Montalvo and I am one of the Level Designers for The Dreaming Lake. My job this sprint was to add trees and rocks to the third quarter of the map, along with going back to the second quarter of the map to adjust what was already there, then I added a border to the first quarter of the map to prevent players from escaping, and finally I created colliders in the third quarter of the map to prevent players from getting to places that they should not be. Despite this sprint being shorter than the others, not counting spring break. I actually got all of the work done before the sprint ended, though I did cut it a little close. As far as points go I was able to complete 8 this time around, so that has become an average for me.
My first task of the sprint was to add trees and rocks to the third quarter of the map. The base terrain of that area is already established from last sprint and I was attempting my usual method of placing trees.
That was my main problem though, placing trees the way I have been instead of trying a new method of placing trees. After placing trees wrong for the beginning stages of the project, my lead pointed out to me that the trees should be more spread out than they already are. With that advice I placed trees in a more spread out fashion. This method actually proved to have pretty good results based off the pictures above. I was also told to place boulders just in the forest, that advice confused me, but after trying it I realized that the boulders there actually look pretty good and natural.
My next task was for me to go back and do a pass over of the second quarter of the map. A pass over of an area basically meant that if I saw anything wrong then that was my assignment to fix it. I ended up finding seven major things that I felt needed fixing in order for this card to be considered complete.
The first half of the map did not contain the pink trees before this task, instead that half only contained the orange trees in the second image. The main problem with replacing some of these trees is that the trees already there looked like an orchard and not a forest. If I just replaced trees and did nothing else, then that would not solve the issue of the area looking like an orchard. So I took it nice and slow and deleted trees that were too close together, then moved and placed trees to try a different approach to a natural look. I'm not completely sure if I achieved that look yet honestly, but it is certainly better than the orchard that it was before.
This one was very straight-forward, the bushes on this hill were all floating due to terrain changes getting conflicted. To make sure we do not have people seeing that during playtests, I moved all of the bushes into the hill.
This half was easier to place the border down, but harder to setup the trees properly. I realized that the terrain was really smooth on the right side of the image, so I had to extend the invisible wall way further than this barrier to prevent players from getting over that fence.
The Dreaming Lake Sprint 3
My name is Matthew Montalvo and I am one of the Level Designers for The Dreaming Lake. My job this sprint was to create the terrain for the second half of the map, then detail pass over the first half to correct mistakes that might have shown up, and finally I was to place trees and rocks in the second half of the map. I ended up getting a majority of this work finished before the sprint ended, I was delayed on finishing a task for a bit, but that was my own fault as my time management was not the greatest these past 2 weeks. In the end there were a few leftover tasks that I could not reach but I am actually happy with my performance this time around. I will now talk about what work I completed this sprint.
My first task this sprint was to create a blockout terrain for the third quarter of the map. I was expected to use the already established annotated map for the third quarter of the map. This terrain did not take me too long to create as this quarter of the map had the least amount of elevation.
The only real issues that I came across when creating this terrain was the elevated land island towards the center of the map. The map was not fully labeled on the legend, so I mistook that piece of land as a pond and started sculpting a detailed pond. I mentioned the pond in class and was told there was no pond, so I had to erase the work I had done and start that area over again.
This quarter I thought was going to be a bit more dynamic, but in the end was pretty simply due to the annotated map being so light one elevation changes.
The next task I worked on was adding some more detail to the first quarter of the map. I was confused on how I was going to approach this card as not much detail was given on what they wanted which meant that I had the freedom to do anything.
With that freedom I decided to add more pathways up to certain areas of the quarter as these areas were not obvious on how to get up, or just had one singular way up. Other changes I made to the quarter are just smaller terrain fixes to make certain areas easier to climb. This task was pretty interesting as it was very open, and I figured out an interesting way to improve the quarter.
The next task I did was create a blockout of the terrain for the fourth quarter of the map. This was also based off an annotated map.
This map was much more detailed on terrain than the third quarter's map, this ultimately had me spending more time making sure that this terrain was good.
This terrain was actually pretty fun to make as the landscape was so diverse, but it was trial and error with the pond in the middle. Overall I didn't really have problems with this card, it just took time to complete because of the detail of this quarter of the map.
The next task I did was to place trees and rocks in the fourth quarter of the map. This card was delayed for a bit before I started working on it. My lead only wanted some portions of the quarter to be filled with trees as some parts of the quarter are going to change.
I was not used to placing the pink trees with the regular trees, and I was also trying to avoid the orchard look again that I originally achieved in the first two quarters of the map. I got a tip from my lead to angle the trees in different directions along with messing with their scale, this really helped it have a more natural look. Other than avoiding another orchard situation, the card didn't have any other problems besides the delay I had in getting to it.
The final task I was able to complete this sprint was an observation of two playtesters with written notes for the team.
I tried to record every action they did as this helps the people reading the notes to understand what happened in the playtest. This task was going to be finished in the library on Tuesday, but we found no playtesters. I got an artists opinion on the game as this game is trying to achieve an artistic look and he can give proper feedback on how to proceed to getting that look.
The tasks I was not able to get to this sprint was surprisingly not as many as last time. I am currently placing trees and rocks in the third quarter of the map. Then I need to do a second look over the second quarter of the map. Other than that I got everything else done that was assigned to me, I got the most points done this sprint that I did in the other two totaling at 11 this time. I am happy with my performance this sprint, but I still do need to fix the delay that I had during the sprint as that prevented me from getting more work done.
I feel like I'm almost in rhythm on task completion during sprints which gets me excited, I pulled myself up from the first two sprints and I'm ready to continue moving forward at the pace of this sprint. The third and fourth quarters look pretty cool with objects in them and I am excited to continue more work on them to create a pretty cool exploration game, see you next sprint.
The Dreaming Lake Sprint 2
My name is Matthew Montalvo and I am one of the Level Designers for The Dreaming Lake game. My job this sprint was to fill the first half of the map with objects so that the player is not wandering an empty landscape aimlessly. I have not had much experience with rough blockouts, so when my leads asked me for a task to be rough looking, I personally struggled as I tried to make everything look good. Because of that mentality towards my rough blockouts, I ended up having a rocky start this sprint. I was able to recover though, but I was only able to get one more task done compared to last sprint. This was due to me trying to be perfect on a rough. My fault completely as I did not fully understand what they wanted for a rough, and ended up spending more time than I needed which caused cards to not get complete. I will now break down what I completed this sprint.
My first task this sprint was to create unique objects and land features for the first quarter of the map. What this card says is that I needed to adjust the terrain to fit these landmark locations, and I created placeholder meshes using probuilder, then I placed them in their proper spots on the map. I have not used probuilder in a few years, but I picked it back up fairly quickly. Probuilder models that I threw together were a Dock, Shack, Cabin, and a Bridge. These models were not that detailed as I was going for an idea and not an actual full mesh.
The second task assigned to me was to place trees and rocks across the first quarter of the map. This task was meant to be a quick arrangement of trees across the 1st quarter of map, nothing too in detail. However, I made a mistake and decided to arrange the trees off of my annotated map of the map. This led to me adding dirt trails and ensure that none of the trees crossed into the trail, but also that no spots are left empty of trees.
This quarter of the map was based off of my other level designer's annotated map, this gave me a good idea of how I was laying out the trees for this quarter of the map.
These models were pretty fun to make, I took reference and gave them a shot. I believe they came out pretty good, I was really happy with the RV, despite it being a little rough.
The Dreaming Lake Sprint 1
Hello everyone, my name is Matthew Montalvo and I am a Level Designer for The Dreaming Lake. My job during this sprint was to generate ideas for the game's memory system, generate locations for these memories to take place in, and create annotated maps for quadrant's one and two on the four quadrant map. Partway through the sprint though my job changed entirely, I swapped from generating memories and locations ideas to actually creating the starting map in Unity utilizing the terrain tool. This change took me a moment to adjust, but afterwards I was able to push out some good work, let me break down this sprint.
The first task assigned to me was to create ideas for potential memories for the memory system. I was tasked with coming up with at least 30 ideas with a max of 50 ideas. I was having problems wrapping my head around things that you do at lakes since I do not camp often. After a while of thought though, more and more ideas came to me which I wrote down. For context on the picture, emoji means that my lead likes the idea, green means the idea is approved.
These are all of the memory ideas that I came up with, but as you notice it is way less than 30. I was pulled aside a few days after cards were assigned, and I was given a new list of cards to start work on since my lead had both level designers working on the same things at first. This card was pulled from my workload when the switch happened, but it was put back a few days before the sprint ended as I helped with the memory creation process so they gave me credit for the card.
The next task assigned to me was to create a rough sculpt for the terrain of the level that felt believable. I was lost at first in terms of how to do this as at the time as not every location or memory had been created yet. As this was a big task, my first step was to create a map of potential terrain and locations so that I'm not blindly sculpting terrain. I drew the map on paper as my digital drawing skills are not as strong.
The next task I was given was to create an annotated map for the first quadrant of the map. My first steps were to create the base layout of the locations I already knew in the quadrant.
My final task that I started work on this sprint is revisions to the already established terrain. My lead had some thoughts on changes that were not communicated to me until after the card was considered complete, so I asked for another card so that this work could be documented.
This image shows the notes that were left for me from my lead. The main pieces of feedback I got from the notes was that the mountain in quadrant two is not nearly tall enough, my lead also wanted it to extend further along into quadrant three. He wanted me to allow a path for the player to cross in between quadrants one and four. I started getting to work on the solutions as soon as I got the card to in progress.
My lead wants the player to cross this particular section without any problems, so I took the set height tool and the smooth tool and got to work creating a path.
I made the path a bit flatter due to the rocky terrain making it more annoying for the player to cross.
The final problem I tackled was the size of the mountain, now it is at least double of the size it used to be in the height department. I also extended it out to around halfway in the third quadrant play area. My other level designer designed the mountain to be climbable with things to do on it, so I made a pathway to reach the top without the player having to fight massive height differences. Most of making the mountain and pathway feel correct was a bunch of trial and error since I can not afford to overwhelm the player by sheer scale if that was not my intention.
Currently this is the top down view of the new map, the only major noticeable change is the really big mountain in quadrant two compared to before where the mountain was much flatter.
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