I worked on Sackboy: A big Adventure through its entire production phase, from June 2018, up until it’s release in November 2020. During that time, I worked on tons of different levels and helped to define the look and feel of the game.
Generally, it was up to one or two artists to take a level from blockout to first pass art, using a library of assets and creating new ones when necessary. We also tried to inject theme or a light narrative into each level where we could, to give them their own identity. I’ve selected three levels to show that I had a lot of influence over, representing 3 different worlds from the game.
The Colossal Canopy
This was actually the first level I was given free reign over as we entered full blown production. It's one of a few vehicle based levels in the game so I worked very closely with the designer on the level, tech art and code to make sure that everything worked as intended. These levels were a big challenge for art as the actual platforming gameplay is pretty sparse. You spend most of the time on the boat, fighting waves of enemies as the art whizzes past. As such, there was no blockout to go off for these sections, just vast swaths of empty space that needed filling. The approach we came to was to create stand out moments that were spread evenly through out the level and try and give the space between those moments their own identity so the level didn't become too samey.