Level Design for Sea of Thieves,
themed as a Megalodon Hatchery.
Contributions:
Gray-boxed gameplay and traversal of shark hatchery themed island in Blender and Unity.
Transferred concept to UE4 using the Landscape & Water Tools.
Redefined vision around Sea of Thieves’ gameplay constraints. (Objectives, Movement, etc.)
Graybox Prototyping Key Visual Beats
Concept: A shark infested landmass, which contains the embedded remains of a prehistoric mega-shark.
Key Visual Beats:
Leap of faith into a shark’s mouth.
Maneuvering shark infested waters.