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PROJECT DETAILS

ROLE: ENVIRONMENT ARTIST

DUTIES: DESIGN LEAD, LEVEL CONSTRUCTION

WEBSITE: WWW.CDISLAB.COM/OESM

ABOUT THE GAME

The Ottoman Empire was living one of its brightest eras. World was trembling in the presence of sultan. However, what is disturbing the sultan was the news that did not come from far away. The betrayal of Vlad, which he saw very close to himself, has become unbearable. Alp Er Tunga, one of sultan's trusted janissaries, is appointed as the last ambassador. Tunga, who is attacked by wolves while trying to deliver the edict, is not yet aware that this attack will provide him survival against Vlad.


THE DUNGEON

ENHANCING THE LIGHTING/CREATING ATMOSPHERE/ADDING NEW ELEMENTS
The Dungeon level was already created when I first started working with CDIS. My task was to try and improve the whole visual design without overloading the level for optimization. Initially, I played the whole level so that I can identify what elements are missing and which parts can be improved. I have realized that the most important thing that has to be improved was the atmosphere because I didn't feel like I was in a dungeon while playing it. Because this level was a maze there had to be a clue for the users to follow to find their way out of it. The first element that appeared in my mind when I thought of dungeons were torches and barrels. Torches were the most desirable solution as the lighting started taking its shape after it. As a result we received a lot of positive feedback from users about the gameplay.

EGYPT

CREATING THE ENVIRONMENT/DESIGNING THE GAMEPLAY/ADDING ELEMENTS
I was fully responsible for the creation and design of this level. In the first chapters we had another level that also took place in ancient Egypt so this one refers back to that level. Ancient Egypt architecture mostly consisted of pyramids, large columns and fortresses. My main aim was to implement these architectural elements in the most proper way. As for the gameplay, the whole game is mostly based on solving puzzles and I also wanted the users to experience the environment so in order to advance to the next level they have to gather clues from each building and defeat the enemies.
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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. In the second patch of the game our character experiences time travel so my thought was to give that feeling on the poster. Our character also transforms into a werewolf so his shadow reflects his animal part. I tried to create a dramatic lighting by playing with with dark colors and shadows which I believe represents the character's personality quite well.





LET'S WORK TOGETHER!