Study of Geometry and Systematics
To develop a level concept for Gris, I first analyzed the structure of the original game levels. This involved dissecting the design to understand the modular systems at play. I documented my findings and used this knowledge as a foundation to guide the creation of the new level concept, ensuring consistency with the game’s design principles.
Thumbnails
To create a design that conveys the concept of “Temple of Light” while maintaining the tone of Gris, I explored various approaches through quick thumbnail sketches. These explorations allowed me to experiment with different ideas while staying true to the game’s visual and emotional style.
Finalisation
After designing the level and carefully considering the placement of geometry to guide the player, I proceeded to color the vector graphics. I focused on achieving the ethereal, watercolor-like effect characteristic of Gris, ensuring the visual style aligned with the game’s aesthetic.