![Melissa LE - Level Art 2024](https://d3stdg5so273ei.cloudfront.net/Meluche/2024-06-01/836047/1400xAUTO/Untitled-3-Meluche-crop.jpg)
Melissa LE - Level Art 2024
![Melissa LE](https://d3stdg5so273ei.cloudfront.net/Meluche/2024-05-30/245067/50x50/20230530_234642-01-Meluche-crop.jpg)
I'd love to become a Level Artist but I'm also interested in Art Direction. I have a fixation with environments that provoke strange emotions. I love the mix between dream and reality. But I also love cute environments. Ideally, one day I'd like to be able to mix the two.
METRO - LITTLE NIGHTMARES FANMADE
I'm currently working on a 3D environment based on the universe of Little Nightmares. I tried to recreate a stressful and gigantic universe that inspired me to become a Level Artist. You can go through an abandoned metro in which a lonely soul tried to flee the world, disapeared mysteriously.
![](https://d3stdg5so273ei.cloudfront.net/Meluche/2024-06-01/598802/1400xAUTO/HighresScreenshot00007-Meluche.png)
![](https://d3stdg5so273ei.cloudfront.net/Meluche/2024-06-01/331739/1400xAUTO/HighresScreenshot00008-Meluche.png)
At the start of each project, I always make sure I know my subject and do as much research as possible.
I do a complete analysis of my artistic direction, then look for as many references as possible to illustrate my ideas. Then I draw on real-life references, which helps me to remain coherent and logical in my stylisation of my props or the metro.
After that, I ask myself as many questions as possible about the context of the universe and the environment. This helps me to come up with new ideas, to create a character whose actions I can imagine and therefore the setting that goes with them.
![](https://d3stdg5so273ei.cloudfront.net/Meluche/2024-06-01/134865/1400xAUTO/M%C3%A9tro-Portefolio%281%29-Meluche.png)
The next step, which will serve as the basis for all my thinking, is the framing that the player will see first before walking around. The idea is to create an image that conveys the main emotion.
The environment has been designed with modules
A test video of the character walking around the environment in blockout.
With this project I've tried to get a little more interested in tech:
I had some difficulty dealing with the fog all around the environment, so I created a material that reproduces a fog to hide the hole.
I made dust FX for the first time and some shaders, the TV and the buggy light with some help of Leo Valentin, my teacher.
I wanted a handwritten drawing on the floor, so I made a sketch in my notebook and then, using photoshop, I turned it into a mask so I could make a decal.
BATES HALL - BLOCKOUT
A blockout environment done in one month. The idea was to redesign Bates Hall from the Boston Public Library, then why not in a dream ?
The idea was to create an environment for a cinematic. A character wakes up with a start in his bedroom, which he knows well. However, as he progresses through his room, he realises that he is in fact in the library where he works tirelessly every day.
CUISTORY - FINAL PROJECT
As part of our end-of-study project at Game Sup, we created a vertical slice as a team. Cuistory is a world made entirely of modelling clay, with cooking, investigation and adventure as the gameplay themes.
![](https://d3stdg5so273ei.cloudfront.net/Meluche/2024-06-01/629359/1400xAUTO/Untitled%281%29-min-Meluche.png)
Level Design made by Alexis Costaz
Tech Art and Lighting : Nicolas Schaerly
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