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This project was part of our World Building course. During this course we were expected to form teams and choose one of the level designs made by students of the Designer variation. After we had chosen a level, it was the task of us artists to build a complete 3D level in UDK, based on the design.
Level design: Elina Huisman
Role: Tech art & Environment art
Team members: David Kraaijkamp, Joey Relouw, Dave Reuling, Jelle Scherpenzeel, Elwin Westerink, Ramon Schauwen, Niek van Gorp
UDK, Maya, SketchUp, Mudbox
My first responsibility within the team was the exterior architecture of the level, with the castle in particular. Most of the model was created in SketchUp.
Besides the art I was also, along another fellow student, responsible for the technical aspect of the level. This meant: making sure that there was a workflow for importing the models into the engine, creating particle effects, dynamic shaders, and dynamic events by using the Kismet editor.
An example of the dynamic shaders is the big glass dome, which had big raindrops flowing along its surface.
Examples of dynamic events were the castle clock that had to start running once the level was started, and chime every hour. As well as the big stained glass, that had to break on player impact, freeze and repair itself.
I also took care of a big part of the in-game lighting and atmospheric effects.