Feb 05 2011
Projects
This section contains progress, images and videos of the various projects I have worked on including personal projects.
UDK
I am creating a new level in UDK and using Sketchup to both plan and model some of the assets. I have created a few new materials as well as use some Materials & Assets from the UDK. So far I have brought one part up to a reasonable level of quality.
I am trying to create a small ruined structure similar to those in Oblivion.
So far I have created my own geometry meshes for the building itself including collision and texture mapping.
I plan to extend on this and revisit sections over the next few weeks.
Week 2 is here and I have made progress. I now have textures and basic collision throughout the level.
I also added particle lighting & particle effects, and a ‘hidden’ door that is triggered by proximity.
I had an issue where the player pawn kept getting stuck on the edge of a brush so added a ladder point so the player smoothly traverses this point.
A quick update showing the level progress thus far, a walkthrough on future features and a bit of gameplay where you have to remove a statue from a plinth to release a pressure pad and open the door.
A quick afternoon side project to show use of Kismet and Matinee to create Gameplay elements. A player must avoid the lazer wires. Then enter the next room via a door that opens. They must then flip a switch to remove a slime trap. If the player dies the sequences reset by checking a flag that resets on respawn. You can download and dissect it here if your interested to see how it works.
Thrillville & Thrillville : Off The Rails
I was one of the small team of Designers on Thrillville and Thrillville off the Rails. These games where a mix of Simulation, Action and Party games. Players took the role of a kid who had been invited by their eccentric uncle Mortimer to help rebuild the Thrillville franchise.
I created the designs for some of the mini games (Such as and Squadron Ace and Bandito Chinchilla) and helped in their development such as level creation. I also did a majority of the level zoning and AI placement for the parks. And thinks like placing and editing sound nodes and pickups.
Below is a short video of some of the park and party games that I helped to develop. You can also download the demo from here, which coincidently is where I captured the video from.
Unreal 3
Unreal 3 Warfare Map, constructed in 12 hours back in 2009. Not complete but shows Terrain editing and setup of Onslaught game mode. I did try to continue work on this recently but I think I could do better if I started from scratch with what I know now.
Classic UT
This is a classic unreal map, that I started before designing professionally. While probably a bit low poly, normal map,shader etc by today’s standard its still a cool little Deathmatch map. I include the download so it can be opened up and people can play around with it. All you need is Unreal Tournament.
Includes Weapon Placement,Starting Points,Teleporters,AI Nav,BSP,KillZones and basic Portalling.
Showreel 2006
An old show reel of my professional and personal work from 2002-2006. Personal Projects shown include Unreal 2004, Unreal, Scapex (Sacrifice) map work and some work from university projects. Professional include Rollercoaster Tycoon 3 and Thrillville.
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