Design 7307

Design

Level Layouts, Men of Valor

by on Feb.23, 2009, under Art, Concept Design, Design

Part of many level design documents would include a map of the level with levels of intested posted on the map with additional information, possible paths and ai encounters as well as complex scripted sequence locations. This series of sketches was for a unreleased level where the player had to destroy a fuel depot being used by the NVA. After painting their target (the fuel tanks) for an air strike, the supporting airforceman gets shot down by Anti-Air battery hidden up the hill from the depot. The player must then go to take out the AA guns and rescue the downed pilot who managed to survive. After rescuing the pilot the player must then move to a free clearing in a dried out river bed and wait for the extraction helicopters. Each of the images represents one map (a level usually consisted of 3 or more maps, the maps couldn’t be much larger than they were because of memory budgets).

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Serious Sam Level Layout

by on Feb.23, 2009, under Art, Concept Design, Design

to learn how to use a new engine or tool I usually put together a quick layout for a small singleplayer adventure. Usually these layouts would include features of an engine I needed to learn, like creating a moveable brush (like a door), spawning explosions, placing ai and nav paths, setting up a basic trigger sequence (flip switch to open door). These levels usually served as a great primer on the tech/engine itself. Sometimes you are able to finish it, and sometimes you have to just jump right in to full production and learn on the spot. This was one of the later cases. While I started working on this singleplayer map I interviewed and was offered a job at Sunstorm where I learned on the spot how to use the engine. Thankfully the first couple days I had been tinkering with the tool was enough to learn the basics and I was ahead of the game by the time I got out to Indianapolis to start work.

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