Environmental Art: Concept to Execution Part 4

Now that most of the immediate play space is decorated, we can finally have a step back and look at the background elements.  Keep in mind that the player will never reach that area so we are going to stay fairly loose and try several layouts.  The background’s main purpose in this case is to immerse the player to make them feel as if they are part of something larger.  As a level designer you always want the player to look in the distance to reveal other parts of the world and make them want to go there.

Vistas and backgrounds should have strong silhouettes and be readable from afar.   If you squint at the backdrop you should still be able to make out the shapes.  Each of the following images has a depth pass accompanying it.  This is to show that you want to build your background in layers to give a good sense of depth and parallax.

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