Tuesday, November 18, 2014

Haunted House - Environment

This is an environment project I worked on with two other people. Out of the three of us, I had more experience with Unreal, so the project turned into the three of us creating meshes, and then I would implement most of them into the engine/environment. Everyone contributed equally to the project, however I had a major role in ensuring everything was compatible with the engine and the creation of the terrain, lighting, sound, and layout. There are three small cutscenes in this environment (of which I created two of them), but I am still working to extract those so I can upload them.

Click the link for screenshots.

Friday, June 27, 2014

Parking Garage Environment

This environment was an attempt to create an environment using as few 3D assets as possible. most of the assets are basic shapes created in Maya. The only exception is the bullet-ridden pillar, which was sculpted and painted in Mudbox. The total 3D asset count for this environment was four.


Prototype Level - Autistic Experience Flythrough

This is a flythrough of my Autistic Experience project. 






Wednesday, April 23, 2014

Prototype Level - Autistic Experience

Since January, I have been working in UDK (Unreal Engine 3) creating an experiential level that simulates how an individual on the Autism spectrum experiences the world. I built this level and most of the assets inside it (The sky is Unreal's default mesh with a modified material and the base person mesh was created using Makehuman, an open-source tool for expediting the creation of character models) within this time frame. Planning took place during December and some of January.

Sunday, April 20, 2014

Prototype Level - Early Screenshots

These are some early screenshots from the level I am currently working on. All assets except for some textures and the sky mesh were created by me.

Sunday, November 24, 2013

Candle Decoration

In the current project I'm working on, We have a darkened room we want the players to explore with a lantern, eventually ending their exploration in a specific location, triggering a Kismet/Matinee sequence. Instead of having the player fumbling around until they find the trigger volume, I suggested we include a smaller light source into the area to push players in the right direction. I decided to use a lower-poly mesh with baked normals.

I began by sculpting a cube into a cylinder in Mudbox, then adding detail until I had the desired look.

Thursday, November 21, 2013

Miscellaneous meshes




Three meshes used to create a garden area in a current student project.
I created the lighting, BSP, and implemented the fog.
A boulder I created for the same environment as the cave. Created in Mudbox with baked normals.