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KFS Environments - Kung Fu Superstar |
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Description : Prototype Levels for the Kung Fu Superstar publisher demo - Commercial Project - Unreal Engine 3 - PC
Design and Concept : The environments had no gameplay, thus no gameplay was designed whatsoever.
Environment : I was responsible for the polish of all the environments in the demo. The levels and assets were delivered to me by the team of artists, and I then took those constructed areas and lighted them out, I made the skies for the environments, almost all particle and special FX work, all post process and color correction work, advanced material work and I unified the texture color palettes.
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City Park - Rekoil |
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Description : Multiplayer FPS level for Rekoil - Commercial Project - Unreal Engine 3 - PC
Design and Concept : I designed the gameplay in the central part of the level, but took over the rest of the gameplay/floorplan as given to me. Involved in the design were also Predrag Pesic and Jason Brice.
Environment : I built the central part of the level all on my own, but for other parts I started out with partially built areas, and I unified/beautified those. I was responsible for the entire color palette in the level, the post processing and color correction, all lighting, and all of the detailing as well as the majority of architecture. The large majority of the art assets were delivered to me by the Rekoil art team, though I also made a few assets myself where needed.
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Streets - Rekoil |
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Description : Multiplayer FPS level for Rekoil - Commercial Project - Unreal Engine 3 - PC
Design and Concept : I took over the gameplay/floorplan as given to me. I did do any signficant design work on this level. Involved in the design were Yohan Riou and primarily Jason Brice.
Environment : I started out with partially built areas, and I unified/beautified those. I was responsible for the entire color palette in the level, the post processing and color correction, all lighting, and all a lot of the detailing as well as several major parts of the architecture. The large majority of the art assets were delivered to me by the Rekoil art team, though I also made a few assets myself where needed.
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Sawmill - Rekoil |
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Description : Multiplayer FPS level for Rekoil - Commercial Project - Unreal Engine 3 - PC - Made in just 4 days.
Design and Concept : I designed the entire floorplan and gameplay experience.
Environment : I built the level from scratch all by myself. I used several of the art assets made by the Rekoil art team but also produced a fair number myself. I did all of the architecture, detailing, colors, lighting, and so on.
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The Bridge - Rekoil |
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Description : Multiplayer FPS level for Rekoil - Commercial Project - Unreal Engine 3 - PC
Design and Concept : I took over the gameplay/floorplan as given to me. I did do any signficant design work on this level. Responsible for the design was Jason Brice.
Environment : I started out with partially built areas, and I unified/beautified those. I was responsible for the entire color palette in the level, the post processing and color correction, all lighting, and all a lot of the detailing as well as several major parts of the architecture. The large majority of the art assets were delivered to me by the Rekoil art team, though I also made a few assets myself where needed.
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Prison - Rekoil |
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Description : Multiplayer FPS level for Rekoil - Commercial Project - Unreal Engine 3 - PC - Made in just 5 days.
Design and Concept : I designed the entire floorplan and gameplay experience.
Environment : I built the level from scratch all by myself. I used several of the art assets made by the Rekoil art team but also produced a fair number myself. I did all of the architecture, detailing, colors, lighting, and so on.
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Riverside - Rekoil |
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Description : Multiplayer FPS level for Rekoil - Commercial Project - Unreal Engine 3 - PC - Made in just 4 days!
Design and Concept : I started out with a floorplan draft given to me by Jason Brice, and detailed out the floorplan further.
Environment : Visually, I built the level from scratch all by myself. I used primarily art assets created by the Rekoil art team, and used those to shape up the entire level. Placing all major architecture and details aside, I also was responsible for the colors, lighting, post processing, and so on.
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Miscellaneous - Rekoil |
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Description : Multiplayer FPS levels for Rekoil - Commercial Project - Unreal Engine 3 - PC
Design and Concept : I took over the floorplans and gameplay as was given to me and only did minor design work on these levels. Jason Brice, and to an extend Yohan Riou were responsible for the designs.
Environment : For all these levels I took over partially built areas, and unified/beautified them. I was responsible for the color palletes in all these levels but Afghan (third level in the screenshots), as well as the lighting and post processing. I also did a fair amount of detailing of several of these levels, as well as optimisations. The large majority of the art assets were delivered to me by the Rekoil art team, though I also made a few assets myself where needed.
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Mines - Unmechanical |
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Description : Singleplay platformer level for Unmechanical - Commercial Project - Unreal Engine 3 - PC and iOS (iPad/iPod/iPhone - PC Screenshots but looks nearly identical on iOS)
Design and Concept : Some small things aside left and right I had nothing to do with the gameplay in this level.
Environment : I established the whole look and feeling of this unique part of the game. I built out the visuals of large parts of the level (based on gameplay mockups delivered to me), lighted the entire level, and handled most particles and FX work, and ensured the entire level was technically correct and as optimized as possible. I did this for both the PC and iOS versions. Asset wise I created a number of assets myself but most assets were made by the art team.
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Miscellaneous - Unmechanical |
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Description : Singleplay platformer levels (Pacemaker, Underground, and Factory) for Unmechanical - Commercial Project - Unreal Engine 3 - PC and iOS (iPad/iPod/iPhone - PC Screenshots but looks nearly identical on iOS)
Design and Concept : I designed a couple of puzzles here and there but had otherwise nothing to do with the large majority of the gameplay.
Environment : I built out a fair number of areas across these levels myself based on gameplay mock-ups delivered to me, and I went over all other already built areas to unify the art style and approach across the game. I lighted out almost everything in all the levels, and handled most particles and FX work. I also ensured all the levels were technically correct and as optimized as possible. I did this for both the PC and iOS versions. Asset wise I created a number of assets myself but most assets were made by the art team.
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