Stray Blade - Enemy Camp Structures

Role Overview

After finishing the initial Level Design tasks of blocking out the main regions my next major responsibility was the technical setup of every enemy encounter in the game, planning the design of enemy encounters as well as the creation of enemy camps in often multiple states. Stray Blade features a system dynamically changing encounters in the world based on different conditions and it was my task to develop small stories of these changes and ultimately implement them as well. This task heavily intersected into Environment Art as I implemented my work directly to integrate with the existing environments and for the most part to a shippable degree.

Contributions

  • full ownership over every enemy encounter in the game (certain few camps were designed by environment artists but ownership and maintenance laid with me)
  • implementation of every step in production
    • state planning and design
    • technical setup
    • rough blockout pass and playtesting
    • full environment art pass
  • planning and design of characteristics and camp styles for the three factions (in collaboration with Art Director)
  • iteration and design passes throughout development

The Golden Order

Characteristics
  • Noble, decadent, pompous
  • Inspired by Roman Soldiers
  • Architecture style:
    • Tall, solid structures, watchtowers
    • Large banners
    • Big tents and pavillons
    • Distinct separation of areas by use

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Blackclaw Clan

Characteristics
  • Warrior clan, utilitarian, strong hierarchy based on strength 
  • Inspired by Vikings and Barbarians
  • Architecture style:
    • Massive defensive structures
    • Training areas in almost every camp
    • Production architecture (cranes, wheels)
    • Fighting/training areas
    • Fur elements
    • Practical tents and sleeping bags

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Church of the Observer

Characteristics
  • Mad, cruel, sparse, temporary
  • Inspired by Ninjas, Bedouin, Persian Warriors
  • Architecture style:
    • Flimsy, rudimentary structures, watchtowers
    • No defenses
    • Not standing out, elements integrating with trees and surrounding environment
    • Displays of cruelty and torture to scare of invaders

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