Design 7307

Tag: Sunstorm Interactive

The Lich Temple

by on Feb.23, 2009, under Art, Illustration

As an concept art and arena design test for Sunstorm Interactive I was asked to develop two different arena concepts for a 3d fighting game (ala tekken) with a small writeup on what was entailed for each arena, mainly one was winter themed and one was, desert them (or for them ice and fire elements). The first image is a colored illustration of one of the frames that was produced during the concept design stages of the statue and the rune pillars. [link to concept design post here] The second image was the cloud skybox developed for a quick 3d prototype of this environment.

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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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Final Score buildings

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

before constructing the skyline for the Final Score prototype at Sunstorm I sketched out a few ideas, really just general buildings for some of the surrounding structures. The cityscape was suppose to be a standard California metropolis, so I grabbed a bunch of reference and got sketching. I wish I had Google Sketchup back in those days as this is now my preferred method for rapidly  building and experimenting with different types of buildings and structures. These few sketches were a few of the buildings we ended up modeling out completely.

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Lich Temple Concepts

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

Part of my initial application process to Sunstorm Interactive involved designing a few fighting arenas for a 3D fighter that they were proposing. I was given a written description of these two arenas and went on about sketching them up and producing a few marker drawings. I started by producing a few initial blue-line sketches and then produced the top down and side views. After these were completed I roughed out the geometry of the level so I could get the correct perspectives mapped out (20 to 30 minute models, nothing overly complex) and then rendered out a few camera angles for each arena. I then sketched in the details, inked and finished with marker.

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