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 Soaring Summit
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This being the first level in the game, it probably had the most hands touching it over the course of its development. Initially however I was handed the blockout and did the foundational art pass on it. Looking at it now, I see a lot of work by a lot of talented people, but the framework I established in that first pass is still there. Elements like using the rooves as slides, bridges to cross small gaps, and just the general shape/placement of the buildings and platforms all came out of my first 2 weeks working on the level. I’m very happy with how the final product turned out, I think it’s one of the most stunning levels in the game, so I had to include it.