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Name: Chris
Blundell Email
Address: plutonic@plutonicdesign.com |
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Professional
Projects | Awards | Maps
Please also refer to the professional page.
I have been making maps and releasing them on the internet since December 1998. Prior to the release of Unreal, I experimented with various level editors but UnrealEd provided me with the tools that I needed to get serious about level design. I have experimented with various editors since, including the Sacrifice and Quake 3 editors. Most recently I have used Hammer to create DM-Inevitable Conflict for Half-Life 2 Deathmatch. Please refer to the Community page for more information about my maps.
I have been making textures based on digitally sourced images from either the Internet or digital camera for some time now. While some textures have simply been resized, resampled and corrected for use in the Unreal engine, others have been either heavily modified and composited from multiple images or created from scratch. Some texture sets for UT - for example PlutonicUrban - have been released to the community for general use. Others were developed for specific maps. More recently, I have developed textures for UT2003. CTF-Unearthed and CTF-Hypothermia, both make use of textures that I have customised to suit the specific requirements of the themes for these maps. Currently I am developing a map that uses a completely original texture set based solely on images personally collected with a digital camera.
In order to develop maps with original themes, I have started modelling static meshes using 3DS Max. All my "community" maps - in particular CTF-Confrontation, CTF-Unearthed_SE, DM-1on1-Rivalryand CTF-Hypothermia - for UT2003/4 make signficant use of original static meshes. With each new map, I try to implement something new. To this end, I am currently modelling low-poly plants and trees based on real-world specimens.
"From Paper-to-pixels" - an article on the Level Design process using Unreal Engine 1 (though the concepts still apply to a degree). |
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