What is Xenophobica?
Xenophobica is my own scifi project that i'm going to gradually build into a singular level experience. I am aiming to create a scene with an invasion of ex terrestrial yet somewhat humanoid creatures on this primary space station that . I am deciding to spend a fair greater amount of time on the character modeling as I tend to work quicker on level design.
The story
To put a story behind this, it is set in 2112 where humanities' lack of care for the earth has left them but no choice to seek out refuge on other planets. During this venture, the space station is raided by unknown creatures who mostly seem to be covered in a coarse scaly skin, otherwise resembling a large human. The seemingly savage nature of the creatures appears a true threat, though they hold back and do not slaughter the humans on board. Just as humanity desires a new planet to live, these creatures desire longevity and immunity to disease as their population nears extinction. This project has inspiration from other sci-fi material such as Aliens vs Predator series in addition to Gears of War.
Current Progress
Early Reflection
Though it has only been a day, I think its always important to reflect throughout the process of a project. What I have learnt from piecing together this map is to iterate different ideas and not be afraid to move aspects around until it is a desirable, even large scale changes. I think that even 'if' we have a plan all mapped out, everything has very likely subject to change- and possibly should be. Often what we see in our minds can be a bit better than what reality has to offer, and thus quick prototyping and iteration, I found was the method that allowed me to see my thoughts in the most practical manner.
Looking at how other maps are built was also very as I noticed that not every map design has assets strictly for floors, walls and roofs etc. Once again, through rapid iteration I was able to explore how assets can be used and the very unique possibilities that may offer a better composition than intended/common use.
Last but not least, though things often look rough in the start it is not necessarily a good indication of how it will turn out. I think persistence in conjunction with the will to continually change and develop is most key in the process to reaching our targets.
Looking at how other maps are built was also very as I noticed that not every map design has assets strictly for floors, walls and roofs etc. Once again, through rapid iteration I was able to explore how assets can be used and the very unique possibilities that may offer a better composition than intended/common use.
Last but not least, though things often look rough in the start it is not necessarily a good indication of how it will turn out. I think persistence in conjunction with the will to continually change and develop is most key in the process to reaching our targets.