|
Level
Design Experience
| Professional
projects: |
Freelance/contract
level designer on the following projects:
- March
to present - Perception:
Stargate SG-1
- Febuary
to October 2003 - Epic
Games: UT2004
(maps AS-RobotFactory,
BR-Serenity, DOM-Conduit and DM-Metallurgy)
- November
to December 2002 - Perception: Prototype development (using
Unreal engine 2)
- August
to October 2002 - Ubi Soft Canada: Rainbow
Six 3: Athena Sword (using Unreal engine 2)
- May
2000 to February 2001 - Digitalo
Studios: "Devastation"
- June
to July 2001 - Digital Extremes: "Dark Sector"
- May
1999 and March 2000 - DreamForge Intertainment:"Werewolf: The
Apocalypse - The Heart of Gaia"
|
| Competition
Awards: |
|
| Maps |
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.
Listed
below in chronological order are the maps I have created and released
to the community.
Unreal
Tournament 2003
Unreal
Tournament 2003
Unreal
Tournament
| Map |
Date
Released |
| CTF-Antagonism |
January,
2002 |
| CTF-Urban
Uprising |
October,
2001 |
| DM-Obsessive |
October,
2001 |
| DM-Urban
Terror |
August,
2001 |
| DM-Compulsive |
February,
2001 |
| CTF-Revenge |
December,
2000 |
| DM
and DOM-Frantic |
October,
2000 |
| CTF-Event
Horizon |
April,
2000 |
| CTF-Conquest |
March,
2000 |
| DM-Fool's
Bravado |
January,
2000 |
| DM-Aggressive
Tendencies][ |
December,
1999 |
Tactical
Ops
Strike
Force
| Map |
Date
Released |
| After
the Fall (team deathmatch) |
TBA |
Rune
Unreal
| Map |
Date
Released |
| DM-Aggressive
Tendencies |
September,
1999 |
| DM-Portal |
May,
1999 |
| DM-Terminal
Intent |
April,
1999 |
| DM
and DK-Rifles and Rockets |
April,
1999 |
| DM-Crossover |
January,
1999 |
| DM-Wasted |
December,
1998 |
Sacrifice
| Map |
Date
Released |
| Ambush
Alley |
February,
2001 |
|
| Textures |
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.
|
| Static
Meshes |
In
order to develop maps with original themes, I have started modelling
static meshes using 3DS Max. All my "community" maps -
DM-1on1-Rivalry,
CTF-Unearthed_SE
and CTF-Hypothermia
- for UT2003 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. |
| Article
/ Tutorials |
|
[Updated
May 21, 2004
]
Site content and original site art copyright© 2001 Chris Blundell.
|