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Redfall Greybox (Pre-Pro)

A series of Greybox architecture, scenes, and spaces developed after the initial Level Design pass or as a early concept.

As a Level Architect / Level Artist, I took the foundational layouts established by Level Design and developed them into more detailed greybox environments/architecture, focusing on scale, architectural language, composition, spatial relationships, and visual hierarchy.

These explorations could also take the form of early 3D concepts, using the engine and greybox tools as a medium for quickly developing and testing architectural ideas, spaces, and visual direction.

The goal was to bridge the gap between gameplay-focused blockout and a more art-directed environment, establishing the proportions, forms, and visual intent of spaces while maintaining the core gameplay requirements established by Level Design.

These passes provided a more detailed foundation for subsequent environment art and helped the team evaluate how a level would ultimately look, feel, and read before moving into final production. Some of these explorations were further developed into production environments, while others evolved significantly or did not make it into the final shipped product.

A huge thank you to the talented Level Designers, Environment Artists, Concept Artists, Lighting Artists, VFX Artists, Technical Artists, and other developers who collaborated on these spaces and helped carry them forward into the final game.