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 Soaring Summit
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.