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Shred2Death

Studio Project

Shred2Death was a project that me and six teammates worked on during our final semester of university. Mimicking a real studio working 40 hours a week. 

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Roles: Level Designer, Game Designer, Lighting Artist, Creative Director, Producer. 

Engine: Unity

Level Design and Iteration. 

- Keep Momentum 
- No matter where the player looks there should be a trickable area. 
- Loops where the player feels like they discovered it themselves and not obviously placed. 
-Verticality

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- The first level is meant to be a playground for the player to explore mechanics. Taking inspiration from Doom and Rollerdrome level design. 

- As mechanics in Shred 2 Death started to evolve so did Arena Park. I emptied out the ground level, and transformed it into a bowl structure. Allowing the player to keep momentum and achieve higher verticality. 

- I took inspiration from Barcelona's cubicle architecture to keep the player inbounds within the arena, forcing them back into the action. 

- As I started to set dress more, I wanted the level to feel more demonic, and started to play around with even more verticality, taking inspiration from Sunset Overdrive. 

Lighitng

- All levels take advantage of global and box volumes using URP. I had to ensure that enemies were clearly visible and the player could see the entire play space. 

- This arena is meant to be more enclosed, surrounded by skyscrapers. So I wanted hard shadows and lights directing to the player to cool jumps. 

- The City level is a more open play space so I opted for a directional light to handle most of the lighting along with emissive lighting from the lava and obelisks. 

- The Connector level is a cutscene that connects each level together. I wanted it to have a noir feel with spotlights surrounded by darkness so Shreddy would fade in-and-out of the light. 

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