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UDK August Level Project

polycounter lvl 13
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cholden polycounter lvl 13
Current:
New angles. More meshes. Such follow.
udk_10212013_01.jpg
udk_10212013_02.jpg


BIG update!
http://crunchstudios.com/sep_20_01.jpg
http://crunchstudios.com/sep_20_02.jpg
http://crunchstudios.com/sep_20_03.jpg


[ame]www.youtube.com/watch?v=lknpdd94oNQ[/ame]




Getting out into the weather
http://chrisholden.net/sep_08.jpg

Good to see what building lighting and in game post processing can do
http://chrisholden.net/sep_04.jpg

http://youtu.be/RbY5vE5vRAQ

If you know me, you know what happened, but for the rest of you: I had a serious family emergency and August was fucked for me. I'm continuing this project into September and expanding some of the concept with a newly relaxed schedule.

Door WIP Custom audio No Lighting built. WIP meshes and audio
http://youtu.be/-18QRSzId50

http://youtu.be/GLSZJe_gLjQ

The warehouse is filling up
http://crunchstudios.com/aug_21.jpg

The Wall
http://crunchstudios.com/aug_15.jpg

The Tower:
http://youtu.be/YBvB-YaOIrI

experimenting with modular shapes and colors in my new level
http://chrisholden.net/aug_13.jpg

test scene and test custom audio
UDK August Project - YouTube

Original post:

UDK July 2013 released so I'll be using that.

UDK August Level Project: First person platforming level

power-ups: High Jump, Double Jump, triple jump, quad jump?, speed boost (any number of multi-jump is plausible, but gets ridiculous after a while)
I've already got these working this evening. Setting them up as power-ups is just as easy with art.

Switches, multi-switch (perminant versus timed)

Navigation: jump puzzle, speed puzzle.

Use of bots, weapons and other UT gameplay still in the air. Likely not

Visual inspirations: Portal and Blood Dragon for reusable modularity, clean art style, high contrast colors
http://chrisholden.net/ref1.jpg

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