Environment Design

Saturday, October 5th, 2013

XBox Live Village Level (Unity3D Presentation)

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A little village level I created for StrangeGames’ Xbox Live Indie game, Avatar: Honor and Duty. The goal was a fun, bright look to match the Xbox Live avatars that would populate it.

Important to note: this level was not built with Unity as the target platform, but was instead built for the client’s proprietary engine. His engine did not make use of lightmaps, so I had to pre-bake the lightmaps into a single, gigantic diffuse texture.  Which still looked nice, but led to the textures looking a little blurrier than they would have otherwise. And it’s lacking a bit in FX elements like smoke, foliage, and filters; stuff I might normally put into a Unity map, but which were extraneous within the context of this particular job.

It was a still a ton of fun to play on XBox Live, though. :)

Here’s a few orbits around the level:

Take a walk through the level in the Unity3D web player:

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WASD to move, space bar to jump. Be sure to check out the view from the top of the church!

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Monday, March 2nd, 2009

Smoke and Horsepower for Intel

Intel created the tech demos Smoke and Horsepower to show off the power of multi-core processing for games. In these demos flocks of swifts and herds of horses (animated by Jason Baskin) are dynamically generated, and their numbers are expanded to push processing power to its limits.

Here’s a clip from my demo reel of Horsepower in action:

I designed, modeled, and textured the environments for these demos. In Horsepower I rigged and animated the custom-built trees to sway in the breeze, and  animated the skydome clouds to give the vast space more life. All the different pieces came together via the Ogre3D open source game engine.

Here’s the lightmap I created for the terrain after sculpting it in Mudbox:

A shot from my Horsepower environment (and one from Yourself!Fitness) ended up being featured pretty prominently in the June ’09 issue of 3D World, in which I was interviewed about working as a freelancer:

In Smoke (below) I did everything except the fire and trees – which were generated procedurally – and the birds, which are by artist Jason Baskin.

 



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