I have made two choices for the Major Project module – one was a team game, and the other was an environment art portfolio piece. Upon consideration and a path for a contingency plan, I gravitated towards the environment portfolio piece. This is not only something that I’m interested in, but it could also develop my skillset as a 3D Designer, as I really enjoy 3D modelling and level/environment design. I have drawn up many concepts about what types of environments I will be doing as part of the project.

The environments I have decided to create are a desert, tundra and island landscape alongside more enclosed spaces like an underground station and an airport terminal. The goal is to eventually showcase my skills when applying to a game studio and also to broaden my knowledge of the chosen field of game design.
My final decision was to reduce the environments down to a few pieces, omitting the hotel lobby altogether and in the process of merging some elements into one piece.

I’ve chosen the airport terminal because I admired the simplistic and logistical aspects of the security procedure along with the runway views. It can also be used as a major mission in a game before a boss fight.
The vast landscape of the desert theme allows me to experiment with sand particles and effects like a dust storm. It could be used as a hub world or a level in a game. The same is also applied to the tundra environment too, as that allows me to go beyond and experiment on what works and what doesn’t.
And in terms of the underground station and the island, I really admire how the varying shapes of the underground terminus and its long, labyrinthic corridors alongside its signage correspond to where you need to go. The isolation of an island setting brings together a close community of people. It is also where I want to experiment with some advanced detailing, like shaders for example. Both areas could be used as a fully playable level with the underground station even being used in a game cutscene too.
Game Influences
In addition to the idea generation, there was also a matter of thinking about existing games that use these environments well.

I’m fascinated by how the shape, and how well the central hub of Delfino Plaza connects to different parts of the island, allowing the player to see almost every location from another area.

I like how there’s different elevations and paths the player can take, and how nature reacts with the environment, i.e. the waterfall in the distance, and how the foliage is sporadic in the image. Ares Island from the same game is a perfect inspiration for the desert environment I will be making too, as that island is vast and includes a wide variety of activities for the player to attempt and to enjoy.

I decided to base one of the terminal influences from Modern Warfare 2, not because it is memorable for one mission, but because I always liked the idea of how brutalist the concrete exterior is, and motivates me to take some ideas from it for my own.

I really like the artistic exploration of the desert environment in the sand kingdom, as that gives me an idea of how I would go about using that as an influence.

The low-poly nature of the terminal in Tony Hawk’s Pro Skater 3 has a simplistic layout, but an effective effect on level design as nothing breaks the rules of bad design, as the different designs work well together with nothing disturbing the vision

The water and ice interact as well as the taller mountains and cold climate of the environment. The mist is also an addition that I would love to replicate and develop in my own portfolio.

Journey, released in 2012 offers breath-taking environments that’s gorgeous to look at. The desert area at the start of the game has a simple texture but massive dunes taller than the player that I really love, in the sense that you are so small against towering sand dunes.

The underground is primarily a fast travel in the game, but the interior of it that is accessible gives me some idea on its layout and how contrasting the shape of the walls and ceilings are that it fascinates me.

Conclusion
What I learnt that is how existing games handles these kinds of environments and how effective they are to the integral game environment that they are trying to convoy to the players. I have a variety of gaming influences to add to in the creation of my own environments. Each of the examples I had chosen has an element that I want to explore further in my own versions without them resembling anything too similar to these existing environments.
Game Inspiration References:
Infinity Ward (2009) Call of Duty: Modern Warfare 2 [Video Game] Activision.
Neversoft (2001) Tony Hawk’s Pro Skater 3 [Video Game] Activision O2.
Nintendo EAD (2002) Super Mario Sunshine [Video Game] Nintendo.
Nintendo EPD (2017) Super Mario Odyssey [Video Game] Nintendo.
Rare (2001) Star Fox Adventures [Video Game] Nintendo.
Santa Monica Studio (2018) God of War [Video Game] Sony Interactive Entertainment.
Sonic Team (2022) Sonic Frontiers [Video Game] Sega.
Sony Interactive Entertainment Europe LTD (2022) Journey™. Available online: https://store.playstation.com/en-gb/product/EP9000-CUSA00470_00-JOURNEYPS4061115 [Accessed 24th October 2022]
Ubisoft Toronto (2020) Watch Dogs: Legion [Video Game] Ubisoft.
Mood Board References:
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(11) Connors, L. (2017) Designing a Truly Impressive Hotel Lobby. hospitalitynet. 17 November. Available online: https://www.hospitalitynet.org/opinion/4085580.html [Accessed 12th December 2022]
(10) Dreamstime (2022) Inside of Narita airport terminal. Available online: https://www.dreamstime.com/inside-narita-airport-terminal-tokyo-japan-april-inside-narita-airport-terminal-japan-narita-airport-predominant-image123359181 [Accessed 7th October 2022]
(12) Gazzaz, H. (2016) Hotel Lobby [3D Render] Available online: https://gallery.autodesk.com/projects/63131/hotel-lobby-1 [Accessed 7th October 2022]
(3) iStockphoto LP (2022) Iceland aerial view Landscape with snow and clouds stock photo. Available online: https://www.istockphoto.com/photo/iceland-aerial-view-landscape-with-snow-and-clouds-gm1066520930-285194170 [Accessed 3rd October 2022]
(4) Lindblom, B. (2009) Svalbard, tundra landscape [Photograph] Available online: https://www.flickr.com/photos/billyboysfotocolection/3925340743 [Accessed 3rd October 2022]
(7) McG, R. (2015) The 13 most beautiful Tube stations on the London Underground. Metro. Internet Edition. 25 September. Available online: https://metro.co.uk/2015/09/25/the-13-most-beautiful-tube-stations-on-the-london-underground-5404905/ [Accessed 3rd October 2022]
(2) Shutterstock, Inc (2022) Joshua Tree National Park, Mojave Desert, California. Available online: https://www.shutterstock.com/image-photo/joshua-tree-national-park-mojave-desert-169024493?irclickid=wZlRiLTrNxyIWOzxncVdtQiSUkDQw1wWnXd3TA0&irgwc=1&src=KBZpUtUhoyYLWKZf2WakBw-1-1&utm_campaign=Skimbit%20Ltd.&utm_medium=Affiliate&utm_source=10078&utm_term=businessinsider.com [Accessed 3rd Ocotber 2022]
(5) The Newsroom (2016) Travel review: Faroe Islands. Yorkshire Post. Internet Edition. 2 July. Available online: https://www.yorkshirepost.co.uk/arts-and-culture/travel-review-faroe-islands-645854 [Accessed 3rd October 2022]
(9) Turner Construction Company (2022) San Diego International Airport Terminal 2 Expansion. Available online: https://www.turnerconstruction.com/experience/project/22BB/san-diego-international-airport-terminal-2-expansion [Accessed 4th October 2022]
(6) Wallpaper Flare (n.d.) green island, landscape, tropical, beach HD wallpaper. Available online: https://www.wallpaperflare.com/green-island-landscape-tropical-beach-wallpaper-212992 [Accessed 3rd October 2022]
(1) WESTEND61 (n.d.) Desert landscape in Wadi Rum Protected Area, Jordan. Available online: https://www.westend61.de/en/imageView/CAVF64320/desert-landscape-in-wadi-rum-protected-area-jordan [Accessed 3rd October 2022]