The Kummetz Battleship was one of the levels I worked on from early layout tests all the way to shipping it.
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This gallery focuses on the battleship exterior. It is a set-piece level where the player needs to navigate towards the back of the ship, as the whole thing is falling down a mountain slope.
The level required multiple iterations and we needed to find a balance between the time it takes to reach the objective, make the gameplay meaningful as well as navigate all the constraints that a moving at an angle level poses while also keeping as accurate as possible to the design and look we wanted the battleship exterior to have.
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My responsibilities included early blockouts and helping with the level design iteration, architectural pass, environment modeling and material creation, material blending, set dressing, decal pass as well as the final pass of polishing and bug fixing/optimizing the area before shipping.
I was also responsible for creating all the ice assets on display from an R&D stage up to shipping. Some of the ice assets are based on scanned geometry and some other ones, like the icicles, are procedurally generated in Houdini.
Big thanks to Jorge Luna for creating the ice shaders and to Magnus Larsson for putting together the HDA that I have used in Houdini for the icicle generation. It has been an absolute blast to work with both of you on this!!!
In addition, for this level, Magnus also took care of creating the animation for the various moving elements in the scene from the geometry I provided (the mast, flags, wire railings, etc).
https://www.artstation.com/artwork/oJPb0q
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Thanks to the MG team and the people who helped bringing this level together, including
Axel Torvenius and Mattias Astenvald for the art direction and the creative freedom allowed to me
Oana Galan for the prop support on the level
Daniil Ramin and Mathias Develtere who worked together with Michael Tran on the conning tower cutscene area and provided prop support
Christoffer Loveus and external partners for the concept art support
https://www.artstation.com/christoffer
Christian Grawert - level design
Eric Starander - environment art lead
Damian Stepniewski (MG) and Nobody Studios - lighting
Florian Zender, Eduardo Galo, Olga Angelova - VFX
The level was inspired by the Kriegsmarine battleships, Bismark and Tirpitz as well as other naval references from the 30s and 40s.
Special thanks to Stefan Draminski. His book, ´´The Battleship Bismarck´´ from Anatomy of the Ship series, helped a lot in designing and building some of the spaces in this level and served as one of the main inspirations for both the interior as well as the exterior spaces.
https://www.artstation.com/kapitanpi
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Related content:
Ice assets breakdown
- link coming soon -
Kummetz exterior breakdown - environment assets
- link coming soon -
Kummetz exterior breakdown - clay renders
- link coming soon -