Here are some shots from the PC version of Harry Potter and the Prisoner of Azkaban. All of these images were contributed to by other team members to some degree, far too many to credit here. For some of them I was mostly responsible for the lighting and decoration using existing textures and static meshes. Given
the insanely low minimum specs for this title, it really ended up looking
quite good, and I tried as hard as I could to make sure every level I
had that referenced the movie was as close to the actual film set as possible,
which
I was pleased about.
Tom
Clancy's Splinter Cell: CIA and Training The shots below are all from the CIA map in Splinter Cell for the Xbox/PC [they absolutely massacred the map for the PS2 version as far as I can tell] with the exception of the first image, which is from the Training map I designed. It's
important to note that all of the shots represent the work of many different
people. In some of them, I did most of the texturing/lighting/decoration,
in others it was done by other members of the team. All of the shots are
parts of the level I designed and constructed however. Special thanks
to the exceptionally talented Marik and Mathieu who polished the map off
after I left.
The Temple Quake III Arena DM I
started this map as an excercise in trying to stick with an initial design.
A lot of my smaller maps tend to get radically changed the longer I take
to make them [this is an inherent problem, I think, with stopping a project
for weeks and then coming back to it fresh].
Anyway, I've included the tiney sketch I made on the back of a script
print-out during a meeting :)
TH-Weatherstation Thievery [UT] This
map is the prototype for a new gametype we're working on for the mod.
It has each Thief working against the others to get an object and return
it to their start point. In that, the map is quite simple, mirrored four
ways to make sure there's no real advantage to any one starting place.
It's much more likeThief 2 in atmosphere than Nostalgia, a lot of metal
and brick, and noisy machinery. I used a lot of coloured lighting to try
to achieve a more complex environment without using too much detail. Again,
look for this when the mod is released. TH-Nostalgia Download Beta [TUT members only] Nostalgia
is my main map for Thievery right now, though it's been sitting on the
back burner for now. It's a private museum setting in an affluent part
of the city. though the rooms are all layed out, I still need to go through
and complete the geometry and decoration before I can start adding in
guards and objectives. It has some nice areas already, nice and shadowy
for lurking thieves to skulk around. The actual level file will be available
as part of the Mod early next year, but I'll probably post a UT-friendly
version here in case anyone wants to look around. Cathedral Test Unreal Warfare Engine 2 images of a test level I made. This is the first thing I built in Unreal Warfare. The pillars were made and textured as BSP and then converted to hardware brush. It's hard to see in the photos but the pillars are running about 700-1000 polys each.
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