::: Dead Mans Hand  :::  KillSpeed  :::    Prey  :::    Resume  :::

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::: DM - Adobe Remake :::

After Dead Mans Hand was released I was tasked with creating additional multiplayer maps for the community.
One of these tasks was to go back to an already released map and give it some visual tweaks as well as rework the flow.

Tasks : Rework flow, lighting, retexture and size terrain, skybox creation, node placement, and projection shadow creation/placement.


   

Click here for video. (19 megs)

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::: DM - Shantytown :::

Shantytown was designed to give the players a feeling of close combat in the alleyways of a desert town.
There was a mixture of indoor and outdoor combat but almost every path led the players onto the main street in the middle of town.

Tasks : Flow, terrain creation/texturing, lighting, particle system creation/placement, node placement.

          

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::: Fort :::

The main focus of this map for the DMH single player campaign was to have the player locked into a certain gamespace and have them fight off waves of enemies.

Tasks : Flow, terrain creation/texturing, lighting, skybox creation, enemy scripting, mission scripting, cinematics.

        

        

Click here for video. (26 megs)


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::: Forest :::

This single player map really got to focus on the terrain tools in the Unreal Engine.
The player was presented with a couple choices throughout the forest to witness different scenarios based on which route they took.

Tasks : Flow, terrain creation/texturing, lighting, skybox creation, enemy scripting, mission scripting.

              

Click here for video. (70 megs)

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::: Forest Boss :::

Created to be the boss map/arena for the Forest area.
The map has the player chasing the boss throughout a lumber camp until they corner him in the mountains and force him to fight.

Tasks : Flow, terrain creation/texturing, lighting, skybox creation, enemy scripting, mission scripting, particle system creation/placement, cinematics.

Click here for video. (41 megs)


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::: Mines :::

Close combat was the focus of this really tight and controlled Mine complex.
Lots of physics gameplay and even a Mine cart riding segment.

Tasks : Flow, terrain creation/texturing, lighting, skybox creation, enemy scripting, mission scripting, particle system creation/placement.

                      

Click here for video. (86 megs)


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::: Train and Train Boss :::

The final section of the game has the main character chasing down the final member of The Nine onto a train.
This included a horseback sequence, train crash sequence, and battle afterwards.

Tasks : Flow, terrain creation/texturing, lighting, skybox creation, enemy scripting, mission scripting, particle system creation/placement, horseback sequence creation, cinematics.

                

                

Click here for video. (Train, 64 megs)

Click here for video. (TrainBoss, 17 megs)


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