@Aryz0n @S1Braw You don't want to see people lose their jobs but Sync and Willits had a weird thing going early on with QC. The second you hear a mainline Quake title is not being made on IdTech rather some duct-taped hackjob of an engine you know the game is going to be cooked.
@rickybobracing For this project we used a blockout kit of basic geo since we were exploring workflow options with Environment Art. Otherwise I personally always use BSP or ModelingTools in Unreal to block out.
Grabbed a few more last minute screenshots for #Blocktober. Another quick test map designed for a concept game mode we were exploring at 100 Thieves. Much smaller team sizes and combat spacing this time around. (1/2)
#LevelDesign#GameDev
For #Blocktober this year I have a handful of early test map blockouts I made with 100 Thieves. While exploring gameplay concepts we made a number of small maps with very different #LevelDesign styles to find what suited our gameplay the best. This was one of those quick tests.
Our humble @ArtStationHQ art blast for @100Thieves#BankHeist#UEFN map is now live :) Was very special to work with a small team of passionate devs on this. Here's the environment work that I did for the Bronx and Modern areas, plus some breakdowns:
👉 https://t.co/ghSI5BZhs4
I only have a small handful of progress shots for this project but for #Blocktober I found a few very early pics of our Bank Heist #UEFN experience as well as some shots of those areas as they look currently thanks to our amazing art team.
#Leveldesign#Gamedev
I had the awesome opportunity to work on this. Really small team and a quick turn around time but working in UEFN allowed us to try out different ideas really quickly. Full intention on iterating on this experience as UEFN matures. Goes live later today!
Our team just got back from GDC! Here is a peek at what we showed our friends and fellow developers. We're having fun with our sandbox while exploring early gameplay concepts.
Had some time over the weekend so I decided to make a quick 2v2 Instagib CTF map for the original Unreal Tournament. I Didn't put a whole lot of thought into it, but I haven't made a map for this game in probably close to 12 years...and the game was already 12 years old then!
A few progress shots of my small #Blocktober#LevelDesign project. I'm working on a small Deathmatch map inside of UE5 using the Lyra game template. Getting a chance to mess around with some different geometry blueprints and designing around the characters strong dash ability.
@the_xzamplez I went back and forth on that. Initially I didn't have it like that but after playtesting with a friend we found that it was a good way to stop the player coming up the lift from getting hit immediately by Rockets etc because that top room is fairly open. Helped breaking LoS.
Another #Blocktober post of one of my older projects, a smaller UT4 DM map. I generally add a lot more secondary details with my Blockouts but I had a pretty strong idea of what I wanted to do with the art pass and how those details would effect geometry.
https://t.co/vsxI9ajVEu
@the_xzamplez Hey there. I have a quick run-through here:
https://t.co/5k18SHL51S
It's an older video so the quality isn't great and I sped through it pretty fast but that should give you a rough idea. The rest of the shots in the ArtStation link might give you a better idea of the layout.