top of page

A skateboarding third- person shooter. Inspired by titles like Tony Hawk Pro-SkaterDoom, and Rollerdrome!

​Roles: Level Designer, Game Designer, Lighting Artist, Creative Director, Producer. 

Engine: Unity

Duration: 12 Weeks 

Shred 2 Death

Gameplay Trailer

Goals
- Keep Momentum 
- Trickable area always in sight. 
- Intuitive looping tricks. 
-Verticality

S2DSkateParkGraybox3_edited.jpg

The first level is meant to be a playground for the player to explore mechanics. Taking inspiration from Doom and Rollerdrome level design. 

First Greybox Pass

Greybox video walkthrough

 As mechanics in Shred 2 Death started to evolve so did Arena Park. I emptied out the ground level, and transformed it into a bowl structure. Allowing the player to keep momentum and achieve higher verticality. 

Second Greybox Pass
 

 I took inspiration from Barcelona's cubicle architecture to keep the player inbounds within the arena, forcing them back into the action. 

As I started to set dress more, I wanted the level to feel more demonic, and started to play around with even more verticality, taking inspiration from Sunset Overdrive. 

Set dress aeriel
 

Set dress close up
 

Level Gameplay
 

Lighting

 This arena is meant to be more enclosed, surrounded by skyscrapers. So I wanted hard shadows and lights directing to the player to cool jumps. 

The City level is a more open play space so I opted for a directional light to handle most of the lighting along with emissive lighting from the lava and obelisks. 

 The Connector level is a cutscene that connects each level together. I wanted it to have a noir feel with spotlights surrounded by darkness so Shreddy would fade in-and-out of the light. 

bottom of page