::: 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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