Level Art | Dread Anchor

DreadAnchor是我们在VFS温哥华电影学院的毕业作品,最佳毕业作品,现已登录Epic平台。在这个项目中,我作为关卡设计师,关卡美术(地编)和2D艺术家为团队做出了贡献。作为一名关卡设计师,我负责游戏关卡从草图到白盒阶段的搭建,并根据测试者的反馈对游戏关卡进行调整和迭代;我们还分析关卡动线引导,空间,玩家心理反馈曲线,和玩家学习与交互(3Ts)进行设计,测试和优化,迭代关卡十余次,最终完成符合玩家学习和心理的关卡。

作为关卡美术,我负责制作部分资产白膜,在早期阶段(prototype和M1)就将scaleblock资产放入关卡中进行测试;使用Geogen地形工具来辅助UE地形工具,以此建立可信的地形;使用植被工具和3D美术资产(@Dawson Strauss)从大体块逐步细化搭建游戏环境,并尊重游戏玩法区域。
DreadAnchor was our final project at VFS (2025–2026), where I applied everything I learned throughout the year in a full production environment. On this project, I worked as a Level Designer, Level Artist, and 2D Artist. Over the course of six months, our team collaborated to develop and ship the game on the Epic Games Store.

As a Level Designer, I was responsible for building blockouts in Maya and Unreal Engine, iterating on level layouts and encounters alongside other designers, and maintaining a strong moment-to-moment player experience throughout the game.

As a Level Artist, I worked closely with the environment art team to establish effective scale blockouts and support asset creation. I focused on set dressing to build a believable and cohesive environment. During production, I collaborated closely with our Environment Artist, Dawson Strauss to streamline workflows, reduce unnecessary steps, and ensure consistency in both asset quality and overall visual direction.

In addition, I contributed to the creation of several environment art assets.

https://store.epicgames.com/p/dread-anchor-b1647b

Credits (Work seen in images):
Dawson Strauss (Environment Artist)
Dylan Bossio (VFX)

Game Trailer

Some Assets I made

Some Assets I made

Some Scaleblock I made for our Environment Artist

Some Scaleblock I made for our Environment Artist