Monday, June 29, 2009

Here be some goods...

So, I'm planning on making a "functional" multiplayer level. I want to create a level that falls as close to reality as possible. I have played quite a few muliplayer levels, mostly consisting of ramps, tunnels, platforms, and whatnot. Not to say that there is anything wrong with an "old-school" classic style multiplayer level...I just wanted to pursue something more realistic. Anywho, these are just a couple of snapshots from my head. I'm seeing something like this for the Unreal Engine (2004).
























Sunday, June 28, 2009

Some more goods...

Here are some top down thoughts for flow concepts. I am looking to create a level in which attacks can come from almost any angle. The next post will have some side views showing the different catwalk & floor heights. The triangles are just for tower reference.







Saturday, June 27, 2009

Here's a batch for ya...

Here are some side views. None of these concepts are really set in stone yet, it's just a direction. The top sketch can be somewhat confusing at first glance; it's representing (side view) the cone of fire from a player. In short, an attack can happen from almost any direction.




















Friday, June 26, 2009

Nice assets...

Just a few thigs I was thinking about seeing in this level. I am working on a mood board that should sum up the feel of the environment. Tomorrow I will have my asset list completed, work schedule planned, and milestones set.







Thursday, June 25, 2009

I'm feelin' moody today...

Here is one mood board. In these shots, (mostly) I'm focusing on the different floor heights, some assets, and larger items. I am aware that with the time frame I'm working with, these pics seem a bit NUTS! So, I'm only going to be a monocot and try to stay simple and digestible. In short: I want to focus more on the level design; making its functionality correct and fun. If in the event that all of the models I want to be in the level don't get created, (in 3D Studio Max) I will use textured brushes within the Unreal editor, (similar to the above screenshots).


Wednesday, June 24, 2009

The plan....

Thursday August 27th: Postmortem DUE

Tuesday August 25th: ENTIRE LEVEL DONE!


Thursday August 20th: Lighting & polish work

Tuesday August 18th: Lighting & polish work


Thursday August 13th: ALL textures DONE!

Tuesday August 11th: PROJECT REVIEW 2! Most all textures complete


Thursday August 6th: UVW unwrap & texturing (Photoshop CS3)

Tuesday August 4th: UVW Unwrap & texturing (Photoshop CS3)


Thursday July 30th: UVW Unwrap & texturing (Photoshop CS3)

Tuesday July 28th: UVW Unwrap & texturing (Photoshop CS3)


Thursday July 23rd: PROJECT REVIEW 1! Models & blockout DONE!

Tuesday July 21st: 3D asset creation & level blockout


Thursday July 16th: 3D asset creation & level blockout

Tuesday July 14th: 3D asset creation & level blockout


Thursday July 9th: 3D asset creation & level blockout

Tuesday July 7th: 3D asset creation & level blockout


Thursday July 2nd: Asset list, workflow, milestones, DUE

Tuesday June 30th: Asset list, workflow, milestones