Featuring nine new maps, a hub level and pre-rendered cutscenes. We hope you enjoy Map-Center’s Quake 2 Sewer Jam Volume 1. Get it here: https://t.co/sus1A0ucSq
Another #blocktober means another project to show off. I participated in @Q2MapCenter's Sewer Jam! I really enjoyed exploring the changing of water levels with this. If you'd like to try the pack, here's a link: https://t.co/8atrOHtpUG 1/3
It's #Blocktober once again! Here are a few shots of a level I made for a game mechanic jam my team put together for a project I'm working on.
The goal was to see how far we could take our movement mechanics while the player is being chased throughout the level.
Starting to learn hand painted texturing using substance painter and so far it's been fun. This is just a taste of what I hope to show soon!
I've always been more on the technical side but sometimes it's really nice to do some art.
Finishing #Blocktober with this final arena. During my last arena, I experimented with slopes before removing them. This time I wanted to create an arena where most of it was on a slope. My main thought is what would happen if we gave directional movement abilities more power?
Back to making something more balanced. This layout went through an entire overhaul between last Wednesday and now. Taking place in a giant dragon skull, I really wanted to use parts of the skull to build out the geometry of the arena. #Blocktober
For this arena, I started with balance in mind but then I ended up with this. I was interested in adding experimental things like a lip around the pillars that melee would have to jump up, and a side garden to make the arena asymmetrical. Sorry Melee😏 #Blocktober
Round 2 of my #Blocktober PvP Arena studies. I went with a rhombus shaped arena this time along with two raised platforms rather than a single one. This is also my first experiment with having accessible areas by the spawn rooms rather than just dumping the players out.
Recently, I've been studying MMO PvP arena designs. This is the first of 5 layouts I whipped together based on the research I did. My main focus for this design was creating something more neutral in bias between Ranged/Melee and arena shape theory. #Blocktober
This #Blocktober I'm focusing on MMO level design! Here are a few shots of my POI, Titan Falls. The quest to go along with this has the player solving puzzles, activating 3 towers, and revealing a secret. The start of an archaeological adventure.
My VR game I was making for my senior project has wrapped up so here's a post about my thoughts and process for making Cavalry's LF-19! #leveldesign#VR#UE4 https://t.co/i3HQKVEtQI
For the last day of #Blocktober, here's some VR whitebox shots. I've been handling the #leveldesign for my senior project, a Multiplayer VR Tactical Shooter that takes advantage of omni-directional treadmills!
@aminmontaze@utgame I got some similar feedback from my professors! Unfortunately, there are only 24 hours in a day. I appreciate the input, I do think this helps quite a bit.
My main goals were to keep the play space in a 50x50 and to create new mechanics not already in the game. Overall, I enjoyed the project and I had the pleasure to show how cool UE4 can be!