Pirate cove

Pirate cove

This was a project done for an assignment at The Game Assembly.
We were tasked with making a pirate hideout in the Unreal Development kit out of a small set of assets (Taken from a [   ] pirate challenge for more info: WEBPAGE).

Concept

When i set out making this piece, I began by sketching a small set of very crude concepts before testing the assets and refining the design based on the objects I had available to me. In the end I decided to make a small outpost with a prison tower for valuable hostages taken during raids. I decided early on that I didn’t want it to look too bombastic nor make it too big, since they’d want to keep it away from prying eyes.

 

Pirate_Cove_04

All assets available to me for making this level

 

Initial design

Watchtowers

I began with designing the watchtowers at the entrance to the small bay which holds the outpost. I wanted to give them a rickety, haphazard, look, to really give two good points of reference when looking at the outpost itself, making it very clear that this is indeed a pirate hideout, and not just a light tower or such.

Cliffs

Then I moved inland, making the cliff formations that would surround the base of the outpost itself, covering them in plant life and a slightly turquoise-tinted lighting to make the scene look more equatorial.

Tower and base

When the rocks were done I spent some time blocking the base out, deciding what buildings would be where, I went for a small but compact layout and got to work with the rickety stonework and beams on the building and finished the whole thing by making some rickety woodwork that I could use as roofs and the jetty.

Dressing

 Building

I added little discarded pieces of pirate-ships around the base to make it feel more piratey. I also added lights at this point, to get a feel for the illumination of the buildings and windows (Which are metal-colored bsp’s due to the limited assets in the challenge).

 

Cliffs

After finishing off the buildings I set about adding little leaves and pebbles to the cliffs. I finished off by changing the scenes directional light to look like dusk