Sketches Color 3D GFX Other
Area 51 - Cauldron January 07, 2005

Cauldron_PS2_TeleporterExit_02.jpg

Forward: I am responsible for the level design and layout, and in many cases the lighting. I did not create the textures, and MOST of the meshes that make up these levels. Please reference my color section for better examples of my 2d skills.

In detail: An explanation of Area 51 level building - Area 51 uses a modular 'Lego' fashion layout system where predefined assets (models and textures) created in a 3d modeling program and 2d paint program are imported into the level editor. Unlike traditional BSP level editors there are no concerns, other than what the player can actually discern with the naked eye, about cracks or holes in the world, as occlusions are based strictly on the engine's zone/portal system. The raw assets (or brushes for those familiar with that term), consist mainly of two dimension flat, square planes, that can be moved and rotated, but can also include pieces that are made up of thousands of vertices.

It was my job to use these predefined art assets to construct complex environments (levels that scale based on the number of current players), and also to assist in creating assets to fill the gaps in the predefined themes. While this isn't always the most flexible approach possible, it is definitely a very FAST way to roll out a new level.

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