


TEMPLE DESIGN
I started by figuring out a layout for the level in 3D. Then I focused on finding a visual identity for the temple. I first went for a more palace
white and gold look but ended up going for a more grounded look emphasizing the connection the place has with nature.
The courtyard Area was the first thing a player would witness when entering the temple, it had to be open, communicate the scale of the place and give a clear view on the point of interest in the level.
A few ideas were scrapped along the way, like the one where magic sap was flowing
like a nectar from the inside of the roots into ridges, or the mini-boss arena embeded in the courtyard.
I The pathway on the side of the temple give us a view on a secondary point of interest and allows the player to make his way arround a dangerous path on the edge of the temple above a cliff.
I tried several temple designs, at some point the pathway was fully covered with a roof like an arcade but I ended up going for the most "open" version to make the courtyard area feel closer to a garden.




The goal of this project was to design a medieval crypt which serve as the lair of a hiddeous spider monster.



VARIOUS WORKS
SPECIAL THANKS
Thanks to Karine Villette and Balazs Agoston for their help and great feedbacks on the graduation project.
Thanks to the whole new edge team for giving me the opportunity to learn and progress so much during the last few years.