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Graven

GRAVEN was an interesting challenge. It started out as a modern, spiritual successor to the Hexen/Heretic series. The team at the time was mostly from the Quake modding community. The game is built in Unreal 4 but the actual levels and texturing are made in the external map editor Trenchbroom and then imported and converted into Unreal.
I was in charge of the first hub that comes up after the boat intro. The hub is a small medieval town located near a swamp. My role was to lay down the foundation for the town and make the routes to the next levels. Buildings and interiors that could later in production be part of quests, vendors and secrets.
The town was part of our vertical slice.

Trailer
https://www.youtube.com/watch?v=MdiZtV5A34I

Gameplay
https://youtu.be/tFcm5LGBZ4k