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Sands

An indepth look at the level.
Concept

 

Creating an asymmetrical map with symmetrical gameplay.

Using the Petronas Towers in Dubai as the setting.

Creating a map that serves as both a deathmatch and a capture the flag level.

Having a Mission Impossible: Ghost Proticol sandstorm.

Making a map large enough to use all of the vehicles in Unreal Tournament, but also have vehicle restricted areas for traditional deathmatch play.

Balancing between heavy and light, and counter balancing each with either weapons or vehicles.

CTF_MayaRough2.jpg

CTF_MayaRough2.jpg

CTF_map1.jpg

CTF_map1.jpg

CTF_map2.jpg

CTF_map2.jpg

CTF_Design.jpg

CTF_Design.jpg

CTF_MayaCleanedUp2.jpg

CTF_MayaCleanedUp2.jpg

CTF_MayaCleanedUp1.jpg

CTF_MayaCleanedUp1.jpg

CTF_MayaRough1.jpg

CTF_MayaRough1.jpg

Sands_Desc.jpg

Sands_Desc.jpg

Mechanics


Constant player movement using long branching jump-pads, vehicle elevators, moving cranes and chutes.

 

Making player centric lanes of movement that constantly flow into one another .

 

 

 

Sands1.jpg

Sands1.jpg

Sands6.jpg

Sands6.jpg

Sands8.jpg

Sands8.jpg

Sands13.jpg

Sands13.jpg

Sands5.jpg

Sands5.jpg

Sands24.jpg

Sands24.jpg

Sands4.jpg

Sands4.jpg

Sands12.jpg

Sands12.jpg

Sands20.jpg

Sands20.jpg

Sands21.jpg

Sands21.jpg

Sands2.jpg

Sands2.jpg

Art


Using the two team colors I blended them together with the use of light and saturation to help indicate where the player is on the map in 3D space.

I used the desaturation of the sandstorm to help disorrent the players position as they moved during the event.

 

Sands18.jpg

Sands18.jpg

Sands15.jpg

Sands15.jpg

Sands10.jpg

Sands10.jpg

Sands11.jpg

Sands11.jpg

Sands20.jpg

Sands20.jpg

Sands3.jpg

Sands3.jpg

Sands5.jpg

Sands5.jpg

Sands14.jpg

Sands14.jpg

Copyright 2015 © Patrick Silva - silvagamedev@gmail

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