Thursday, June 30, 2011

Posted below is some design work for Reich. I utilize 3D studio max to create rapid prototypes of level layout to more clearly illustrate game play ideas I have.

Wednesday, June 29, 2011







Reich was a game great that never was. Unfortunelty, as part of a global restructuring after the acquisition of Ignition by UTV the project was cancelled. Here are some docs I created to illustrate proposed game play. I have some fairly large videos of ingame walk thoughs I can provide on request.



VDUB. Here is quick little model I created for a mario kart racing game for the iPad, I came up with. I'm working on the GDD and will post a link to it when I get it finished. Basically I just wanted to prove out the art style. Take a preexisting vehicle, pull the roof up 30% and sit the body onto a kart style chassis and wheels. This way we have a defined method to ensure a unified feel when working with different art vendors. All we have to do is add attach nodes for the weapon pick ups and vfx and drop it in. Here are the results of my test. Modeled in Max and rendered in Mental Ray.








Sao Paulo MP map. This is a MP I designed for F3AR. In this map there is a central market area surrounded by 2 layers of elevated ground. I placed a church and cemetery on the north side with a ware house district to the south. To the west I created a large over head highway span and to the east are cliffs. This A symmetrical layout in a symmetrical map helps the player easily get his bearings and identify their location instantly. This map has a mix of tight corridors and open spaces. I wanted to create a map that worked for death match and ctf game types. This map provides very risky short routes across as well as safer flanking routes to each side in which the building lay out helps break the lines of sight allowing players to loose opponents when being chased.



Oil Rig MP map. With this map I was given a partially finished layout from sketch up. I rebuilt the sketch up model in max using instanced tiles where possible. I broke the scene down into assets and managed the reintegration process. I also helped in creating many of the architectural wall models materials.




When F3AR was in preproduction we were asked to do a proof of concept. These images are of the Sao Paulo level. I created the level design and preliminary models, redistributed those assets to the art team and managed the reintegration process.