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PROJECT DETAILS

ROLE: ENVIRONMENT ARTIST

DUTIES: DESIGN LEAD, LEVEL CONSTRUCTION

WEBSITE: WWW.CDISLAB.COM/MDA

ABOUT THE GAME

A serial killer has been captured dead after the gunfight in the woods. The leads Commisioner Tahir gathered from the killer's blood-written diary directed him to here, an old mental hospital. He is unaware of what will happen to him in the darkness of the night as he walks towards his car to head for the hospital. The commissioner did not see the sudden impact aimed at his head and passes out while his mind was completely occupied with the details of the investigation.


NIGHTMARE

CREATING THE ENVIRONMENT/ADDING ELEMENTS AND EFFECTS
I was fully responsible for the creation and design of this level. I can say that this level can also be referred as a cutscene because the character can not move. The idea of not moving the character came from not being able to scream when you are having a nightmare. I wanted to create a dramatic and scary atmosphere by using the colors and the glitch effect wisely. The challenging part of this level was implementing the glitch effect into the ball of hay in the middle. As the hay moves closer to the character the effect is activated. With the help of the engineering team we were able to complete the design successfully.

THE CAMP

CREATING THE ENVIRONMENT/DESIGNING THE GAMEPLAY/ADDING ELEMENTS
I was fully responsible for the creation and design of this level as well. The character wakes up from a dream and finds himself camping in the middle of the nature. One of the greatest challenges of this level was using the foliage efficiently. I had to use the right amount of trees for optimization purposes and it was a bit challenging because I had to create a jungle. Since this was a closed map in which the character does not have access to all the areas on the map so in these parts I used less overloading elements. In the end as team we achieved a pretty successful design in terms of both design and optimization.

THE APARTMENTS

CREATING THE ENVIRONMENT/DESIGNING THE GAMEPLAY/ADDING ELEMENTS
The apartments for the main character's building takes place through the end of the game. The first picture belongs to the main character. Character's financial status, his psychological situation and the general vibe of the game helped me decide how the design should take its shape. The game is considered to be violent and full of horror so the atmosphere would have to be gloomy. I tried to give that feeling with old and dark colored furniture. Since his financial status is not well this was also a good way to represent this fact. The second apartment is from the same building and belongs to one of his neighbours where he has to go through them to solve the puzzles and find his way out. This was one of the environments that I enjoyed creating the most considering my background in architecture which also granted us a satisfying end product.
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GAME POSTERS

CREATING A STORY/GRAPHIC DESIGN
I have also designed the latter game poster. The second poster was necessary for the second patch of the game which I actively took part in. I believe the picture represents the main character's mood and the situation he is in quite well since he is alone thorughout the whole journey and trying to figure out what he is going to do. He is in a dark place both literally and figuratively so a dim background and lighting effects was the most suitable choice for the poster.





LET'S WORK TOGETHER!