This project was my largest team oriented experience. As a lead level designer I worked on many of the levels that made it into the latest release, foraying into Kismet scripting, Matinee, modeling, and minor optimization.
Available on Vimeo
screenshot of the entirety of Level 2-1 as it currently appears in-game.
BossHead is the only model I made for the project, finished just a few days before taking the game to PAX ‘11. Major challenges included matching game style, and color without the notes of the original artists.
Windows Installer (.Zip)
An adventure in learning to utilize Unity, how to code in C#, and experiencing design. I prototyped an isometric game under the idea of something in the horror genre. In this excercise I designed, modelled, programmed, and integrated Camera, Player, Saving, Pick-up/Equipt/Item, Enemy, and Combat elements with the intent that they create the basis of interesting gameplay.
Screenshots from a level design for a Unreal Tournament “factory” death match. An exercise in understanding space and how players move while in combat. Models made in Maya.
During the process I made major adjustments to the hallway seen in the upper right screen shot. raising the height of the room to break visual continuity, and adding automatic glass doors to break the flow of traffic into the room, without diminishing visibility.
An animatic for a game concept I created for a script writting class.