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Spawn point + Tower redisign|Planet of heroes

Hey guys!
Here is my third part of work i done for my diploma project at Scream school. in the game there are several bosses and zones in which they are located, one of them I chose for my work. Its a place of the strongest boss in the game - Archont.
Hope you like it!
Art director Ivan Solyaev.
© 2017 Planet of Heroes. Developed by Fast Forward Studio. Published by My.com B.V. All rights reserved.

Here you can see how my work canl look in the game with interface.

Here you can see how my work canl look in the game with interface.

At the beggining I searched for the composition of elements, and also tried to achieve asymmetry in general. As a reference, I looked at the Aztec architecture.

At the beggining I searched for the composition of elements, and also tried to achieve asymmetry in general. As a reference, I looked at the Aztec architecture.

When i chose the general view, I started to change elements inside. I wanted to keep the Aztec logic of design and at the same time to add new sci-fi elements.

When i chose the general view, I started to change elements inside. I wanted to keep the Aztec logic of design and at the same time to add new sci-fi elements.

This is how the final look of the archont zone. The overall silhouette of the structure should not have overlapped the player's view and the elements inside should not interfere with his movements.

This is how the final look of the archont zone. The overall silhouette of the structure should not have overlapped the player's view and the elements inside should not interfere with his movements.

Archont. Originally I wanted to make a water elemental, but at the same time he had to fit into the design of his zone. There were options to make it technological, abandoned, or something in between.

Archont. Originally I wanted to make a water elemental, but at the same time he had to fit into the design of his zone. There were options to make it technological, abandoned, or something in between.

While working on its design in 3D, I followed the logic and general form of the elements, and also checked his design all the time, with the zone in which it is located.

While working on its design in 3D, I followed the logic and general form of the elements, and also checked his design all the time, with the zone in which it is located.

Game tower. Here I follow same  logic as in the case of the archont. There were options to make a completely overgrown tower, a technological and even a tower fountain, the attacking sphere of which would rise as the enemy approached.

Game tower. Here I follow same logic as in the case of the archont. There were options to make a completely overgrown tower, a technological and even a tower fountain, the attacking sphere of which would rise as the enemy approached.

I choose technological version with floating wings and sphere. In color, on the contrary, I wanted to make it less noticeable on the map.

I choose technological version with floating wings and sphere. In color, on the contrary, I wanted to make it less noticeable on the map.