Wednesday, January 26, 2011

Level Design: Gears of Contra Prototype


A short video of a prototype that I'm working on using the Gears of War framework.

Level Design: Splatterhouse


Here is a Demo of my work as a Level Designer on Splatterhouse Team Kaizen. An in-house studio formerly employed by Namco Bandai Games America. I was hired on as an Intern for a three month contract and then my contract was extended another 3 months to finish the project.

The Levels that I worked on exclusively were the survival arenas: Shadow of the Wicker Man, The Observation Room, Heart of the Manor and Death Coaster.  When the other intern's contract was up I took over her work which were the remaining survival arenas. I also assisted on a few of the story mode levels including: Phase 2,3,5,6, and 8. My duties within story mode were setting up the mask vision points of interest, Navigation mesh edits, Environmental destructible placement, bonus leech placement and Spatter Wall Placment( the effect where the enemies splat against flat surfaces).

Level Design: Castles in the Sky

 
            

This level was created using Dunia,  a proprietary engine derived for the game Far Cry 2.  In this Level design sample I built a multiplayer level using assets provided by the engine.  Within Dunia I was limited in lighting options because I had to work around lighting issues by using  directional lighting.  Dunia does not allow the placement of point lights however you are given the option to manipulate the directional light provided by the sun.