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SENTINEL - The Extraction Arena (Level Art/Design)

This zone is one of several procedurally connected levels within our PCG system. Originally envisioned as a spaceship torn in half and floating in space, it was reimagined to take place on a planet to better integrate with our modular design approach. To support the theme of overrun, castle-like bases, we focused on creating an environment that feels both damaged and overgrown. The layout features a two-part arena divided by a central death pit. Players must use environmental cannons to cross to the other side—while simultaneously engaging enemies who can also use these cannons to reposition. This tiered arena design introduces multiple environmental hazards, encouraging tactical movement, awareness, and skill expression. Players can not only navigate these dangers creatively, but also use them to lure enemies into risky situations.
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GAME DESCRIPTION: Sentinel is a sci-fi PvE first-person extraction shooter that emphasizes straightforward movement, sandbox interaction, and tightly crafted level design—eschewing ability-based combat and cover shooting in favor of raw, responsive gameplay. Set in a post-apocalyptic future, you play as a Varangian—a Nordic-inspired, augmented space mercenary—offering your strength to the remnants of humanity… for a price. Scavenge like a Survivor. Build like a Space Marine. Fight like a Viking.
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MY ROLE: As Creative Lead, I was responsible for providing both artistic and creative direction while overseeing the overall production process. In addition to managerial duties, my core in-engine focus was level development—balancing both level design and level art duties and leading others where appropriate. I also contributed across disciplines as needed, including 3D modeling, gameplay and event scripting, combat encounter design, texture and shader development, and animation.
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CREDITS: Alberto Panico, Alex Wright, Antonio Gil, Daedra Christopher, Danny Jundi, Davis Zekthi, Elia Sheikh-Bahaie, Eric Lipshutz, Erik Flood, Grif Wu, Jaden Nance, Jake White, Joshua Thornhill, Justice McClellan, Kaleb Nekumanesh, Kat Peterson, Matthew Griffith, Matthew Hodge, Matthew Stone, Mike Tilden, Mitchell Broom, Nick Price, Rachel Clark, Steven Atha, Tyler Harper, Victoria Pennington.

ART - The upper level offers limited cover but grants a significant tactical advantage, giving players a commanding position over enemies below.

ART - The upper level offers limited cover but grants a significant tactical advantage, giving players a commanding position over enemies below.

ART - The lower level offers greater cover and access to sandbox objects, but sacrifices visibility and control over enemies positioned on the high ground.

ART - The lower level offers greater cover and access to sandbox objects, but sacrifices visibility and control over enemies positioned on the high ground.

ART - The base is heavily damaged, resulting in tilted structures and broken architecture that reinforce the sense of destruction.

ART - The base is heavily damaged, resulting in tilted structures and broken architecture that reinforce the sense of destruction.

ART - In engine gameplay screenshot using the updated art style (compared to the MVP) from the player's perspective. The goal was to make gameplay look like a stylized matte painting.

ART - In engine gameplay screenshot using the updated art style (compared to the MVP) from the player's perspective. The goal was to make gameplay look like a stylized matte painting.

WIP ART - We experimented with enabling and disabling foliage shadows to find the right visual balance. To achieve a simplified, painterly aesthetic, we ultimately chose to disable shadows, resulting in a cleaner and more stylized look.

WIP ART - We experimented with enabling and disabling foliage shadows to find the right visual balance. To achieve a simplified, painterly aesthetic, we ultimately chose to disable shadows, resulting in a cleaner and more stylized look.

DESIGN - The original design featured a spaceship torn in half and left dormant in space. However, this was later reimagined to take place on a planet, a shift that better supported the game’s PCG system and aligned more effectively with the themes.

WIP TRAILER - Was never completed.