
AFTER ETERNITY sectors under development...
Level Design is all about layers. A barren floor can be filled with dirt, smoke, crates, and burn marks. After Eternity is being developed to add as much detail while still maintaining a retro-coded aesthetic.
Current Layers per Sector
Particle Systems (Dust, Smoke, Radiation)
Lighting (Ambient, Spotlights, Pointlights)
Object Models (Crates, Terminals, Barrels)
Decals (Dirt mounds, Wall scratches, Burn marks)
Main Structure Models (Walls, Floors, Ceilings)
-JIN
