This image comes from one of the very first playtests we held for Spellbound. It was about this time that we realized that we had a game that was a ton of fun. It took place on one of the first iterations of Marble Gardens, our original level.
This is a more recent shot of Marble Gardens. As you may notice, things have changed quite a bit. Beyond the alteration in graphics, there is a new character model shown along with the hat, weapon, and accessory systems in place. We have about a dozen of each, leading to numerous of different combinations. Modular hats are neat.
This level was made was around the time that we switched to cell shading for our graphics. Gave the game a whole new visual feel. This is our ice themed level, featuring my Dark Mage character model. I began to learn more about texturing techniques right around this time.
This is my tower level. It is the first level that I personally designed. It turned out to be one of my favorite levels mechanically as it utilized differing heights and prioritized positioning above straight forward firepower. And the color scheme and lighting turned out quite nicely, giving it an ominous and slightly mystical feel.
This is my masterpiece from working on Spellbound. The dark throne room level turned out gorgeous and every bit of it was made personally. Textures, models, outlay. The level of complexity for the entirety of it was ramped up considerably from any of the other levels.