Sunday, November 20, 2016


This week in level design we had the opportunity to get our hands dirty with Maya. Our assignment was to model out a charger to the best of our ability and I feel like mine turned out ok. There were times where my reference pictures seemed off and other times where the edge loop tool didn't cooperate but I was still able to get a decent attempt at modeling.





Sunday, November 13, 2016

Make it look GOOD

     For this weeks assignment, we were tasked with having a few others play test the level we made and take the feedback we received from them and implement it in to the level. The main feedback I got from my level was that the AI was super wonky and buggy. The level design was good but there wasn't a lot of control. The players were stuck on the platform the entire time and had no real control of where they went. The use of lighting was also not a huge factor.

     I took the criticism and did my best to implement it in to the level I have for this week. It started out based on my Techno level but eventually turned in to something entirely different. I drew inspiration from an older game called "Star Wars Republic Commando." There is a level where the squad is stuck on a deserted space craft and the Delta Squad must figure out what happened. The level made good use of lighting and gave it a very eerie, ambient tone.











I started to mess with different looks for the AI. I eventually decided on 4 different AI (in terms of their speed, health, and looks)

Initial level design for what I thought was going to be a new TechnoTown level. I started to remake it because of how odd the AI was behaving. I figured starting from scratch would rectify the issue and it did.



















Sunday, November 6, 2016

Week 4 Assignment Techno Town

So for this weeks assignment, I decided I would make a new level from scratch using the first person shooter template. My most recent RPP was a rhythm game that used EDM music and I was able to attend EDC this weekend so it seemed appropriate to make a level based off of that. My initial inspiration came from Tron Legacy.











For some reason when I made the ship the matinee would squish to a single point. I figured out why it was doing this and made the multiple meshes into one solid piece. Thing is, when I did this it took off the collisions for it and no matter what I set the collision settings to it wouldn't work.


Material for the pulsing effect.
















Sunday, October 30, 2016

Week 3 Assignment


The initial idea was to make a multiplayer map inspired by the breakout mode in Halo 5.





Messed around with the idea of rotating bases.






Scrapped that idea and focused on making a level like these from Super Mario 64.