Dauntless City Hub Redesign (Ramsgate)
City Spawn Point

City Spawn Point

Bazaar

Bazaar

Bazaar Interior. Responsible for shaders, modeling, and lighting. (excluding store front and vault)

Bazaar Interior. Responsible for shaders, modeling, and lighting. (excluding store front and vault)

Advanced Crafting Area. Responsible for Shaders, Modeling, and lighting.

Advanced Crafting Area. Responsible for Shaders, Modeling, and lighting.

Middle Man and Slums.

Middle Man and Slums.

Potion Vendor building created by outsourcing. Responsible for feedback, set dressing and lighting.

Potion Vendor building created by outsourcing. Responsible for feedback, set dressing and lighting.

Forge Created modeled and textured by Tanner Roberts.

Forge Created modeled and textured by Tanner Roberts.

Early exploration and layout.

Early exploration and layout.

Lady Luck's building.

Lady Luck's building.

Lady Luck's stairs.

Lady Luck's stairs.

Lush area.

Lush area.

Lush area 2

Lush area 2

Dr. Shaed Priyani's area and vista

Dr. Shaed Priyani's area and vista

Docks

Docks

Docks full.

Docks full.

City Center Map (FX done by Dougie Kerr)

City Center Map (FX done by Dougie Kerr)

City Center Map (FX done by Dougie Kerr)

City Center Map (FX done by Dougie Kerr)

A huge endeavor was given to us to redesign the City Hub in our game (Dauntless) called Ramsgate.

These are some images of the core areas in the city.

We wanted to revamp the city hub to something that would make sense for the core gameplay loop and also update it visually. We had the idea of having rings or importance, so we wanted to have anything that the player interacted with every time they came back to the city to be up close and easy to get to. Everything else that is progression locked or something that players don't interact with often would be further out in the city. That being said we wanted to make sure it was still easy to get to these places so we added jump vents that were usually reserved for our islands.

My responsibilities ranged from key vision holder, design and layout, lighting, modeling, set dressing, shaders, etc. With the help of the team, we were able to do daily playtest and have everyone give as much feedback as possible. I was the only artist on this team until a bit later were I got the great help from 2 others to really take it to the finish line.