CONQUEST
Conquest is set on an asteroid, embedded in a planetary ring—a stark, sci-fi landscape with muted greys and cold tones. The environment is intentionally desaturated to let colorful players pop, keeping gameplay clear and visually striking.
This asteroid hosts a mining facility harvesting rare minerals. You'll see scanning drones and perimeter turrets that defend the crater from incoming debris, grounding the map in a believable narrative while offering hooks for gameplay elements. Being on a small asteroid also opens up fun movement ideas—like zero-gravity zones or gravity shifts—adding variety to traversal and giving Conquest a distinct feel.
From a level design perspective, I’m still learning, but my thought was to shape the layout around a loose figure-eight for clear flow and rotation. On top of that, I wanted to stack vertical platforms to give players more freedom to jump, climb, and navigate—encouraging vertical combat and creative movement.
Thank you to Kevin Dalziel, Bryan Koszoru, Thomas Cherry, Jerod Oakes, Bo Zonneveld for feedback and help while developing this. Its been an absolute joy creating this. Thank you again.
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