Mythbound

Norse Mythology inspired multiplayer Arena Brawler

See the portfolio page for the full LDD and project information!


11/6/2025

This is a initial concept blockout for a larger project I will be working on for the next eight months. The first thing in pre-production that I worked on was the environment art references for the concept artists.

Then, I created a blockout to help visualize the environment in a 3D, walkable space.

I then submitted my progress to my leads and received the following feedback:

  • "The consideration I would add is making visible spaces for where wall running and movement would be used. Not quite to the level of action blocking, but introducing that low/mid level verticality into the space.

  • The tent-like tips of Viking huts don't quite encourage running on rooftops, maybe they could be manipulated subtly to be more parkour friendly, or new geometry could be introduced."

  • I added more verticality and unique looking buildings, as well as the runic stones that draw the player's eyes up toward the roofs to encourage wall running and climbing the rooftops

Pre-Production

Concept art based on my 3D block out created by Melanie Aguirre

11/20/2025

The next thing I did was create a top-down 2D map of Midgard, the level I would be in charge of designing. The arena is a massive gameplay space.​ Wonderous and grand representing the glory that participants wish to attain.​ Its scale is wide to support fast movement, with verticality appearing strategically through mountainsides, Yggdrasil branches bursting out of the ground, and village houses.​

Main features include combinations of ruins, village houses, cliff faces, and small forests.​

  • Verticality given to the space by terracing and sprawling hills, as well as structures like houses, ruined walls and columns. ​

  • Each team has a spawn at equal distance from one another: Red, Blue, and Yellow.​

  • Branches of the World Tree Yggdrasill burst from the ground, and a creek cuts through the village to further break up flatter areas


I then created a blockout experimenting with the landscape tools of unreal and using the foliage tool to create a dense forest environment.


12/14/2025

While we were ideating on the different abilities of the characters players could collect and how that might affect their movement in the environment, I was also tasked with mocking up a UI design. I created two separate mock ups based on Norse iconography as well as a one with more modern and sleek look.

Both designs feature:

  • A timer for the round at the top

  • Health and stamina bars at the bottom

  • An ultimate ability meter at the bottom middle

  • Ability icons with cool down meters, and the character icon at the bottom right