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Sackboy: A Big Adventure│The Colossal Canopy

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.
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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.
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The Colossal Canopy
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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.

The intro to the level. initially, the players just started on the boat. This felt a bit sudden so I added this section to give it a more introductory feel and preserve the reveal of the whole river for when the boat sets sail.

The intro to the level. initially, the players just started on the boat. This felt a bit sudden so I added this section to give it a more introductory feel and preserve the reveal of the whole river for when the boat sets sail.

One of the platforming sections in this level. These had to be kept real simple as players could be left behind if they waited too long to jump back on the boat as it was still moving the entire time.

One of the platforming sections in this level. These had to be kept real simple as players could be left behind if they waited too long to jump back on the boat as it was still moving the entire time.

The beaver dam was one of the moments we added to break up the gameplay and provide a bit of visual spectacle. After breaking through, you rush down a waterfall and through a giant set of ancient temple doors.

The beaver dam was one of the moments we added to break up the gameplay and provide a bit of visual spectacle. After breaking through, you rush down a waterfall and through a giant set of ancient temple doors.