Devlog 7: Restaurant Building/Level Design (Nafsi na Ladha ) and Environmental Design
Designing Nasfi na Ladha
Lost in Zania is set in a fictionalised Tanzania in a large luxury restaurant called Nafsi na Ladha (meaning Soul and Taste), steeped in the rich history of the Zuwena family. The restaurant, perched on the coast atop a hill, offers a stunning view of the sea and the city. Players will experience the game during a hot, beautiful summer evening, heading into the speed of the night.
Nafsi na Ladha Building textured progression:
Designing the restaurant required
a lot of thought and time. I wanted to achieve my vision of what I had in mind for
the restaurant: luxurious, large, detailed, unique, and having a sense of
beauty, with its own identity. I wanted players to feel excited upon entering
it. Early on, I spent many hours looking at images of restaurants within Africa
in general, to the type of architecture they had or what the inside looked
like, at items like chairs, tables, lights, decorations, and statues, among
other things, to get a sense of what I should be aiming for. I also looked at the
luxurious or fancy restaurants in Europe and the design and assets within the
building. I wanted to create something that would make the players react with
awe as a statement piece, and I wanted the restaurant building to have
beautiful views outside the city or the sea, because I had created a background
story for the restaurant as a famous place, where celebrities from all over the
world come, where glamorous parities are held.
I sketched the main dining hall room
with this statement, initially I was going to go with a giant animated statue,
but it was not working. It wasn't until I saw a clip of LA Noire where the main
character was trapped on the chandelier that I immediately went for creating a
giant chandelier in the middle of this main dining hall room. The chandelier, I
believed, would serve as a focal point, a symbol of luxury and grandeur, and a
source of awe for the players. I had completed it, and it looked visually
amazing, but that feeling of amazement quickly dissipated. I wanted this
chandelier to have a long-lasting impact regarding the amazement factor. I had
redesigned it multiple times; I came up with the idea of crystal rings
surrounding the chandelier.
For the rest of the restaurant
building, I wanted to design the layout to ensure that it was easy to navigate
and identify, with each room having distinct themes and colours. This involved
careful planning and consideration of the player's movement. I created a layout
that allowed for quick turns and multiple escape routes, ensuring that when the
security guard was chasing the player, it would be easy for the player to turn
around and run in different directions.
Once I had completed the full
restaurant's layout, I had to figure out how the mission was going to be set
and where to place the hints left behind by the thieves. This involved creating
narratives within rooms that would guide the player's actions and strategically
placing the hints in areas that would be challenging and rewarding for the
player to discover.
YouTube link for the white box walkthrough showcasing both inside and outside the restaurant
I modeled the entire resturant in blender
Progression of the restaurant design
The entire building:
UV unwrapping:
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