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Environmental Art

Development with Environmental Art and Level Design

This begins with a working document where I was planning out how to make a first person shooter map.  I studied the three lane system which determines the choices of how the player navigates around the map.

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The next image is where is developed the Blockout for the level.  This is a good way of getting the look and feel right before adding assets.

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The final image displays the assets, lighting and post processes.

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This project gained a Distinction award and gave me the confidence to venture in to larger maps which you can see further down.

This slideshow contains the development of  Sci-Fi first person shooter game. This was showcased at Bournemouth University Open Days to show the high standards of work I achieved.

This set of Blockouts was made for Blocktober which I later developed into a full scale level which you can seen in the last slide.

Adrenaline

The set of images to the right was part of my final project that I worked on for University called Adrenaline. The game was a parkour based speed run game that was themed with the style of pop punk. In this game I also developed my own lighting that caused certain textures to create a more illuminous reflection due to the pigment of their colour.

The postman Game

Furnished rooms.JPG
Layout.JPG
Town Centre.JPG

The Postman game was a small project I developed in 2 months based on the short film The Postman by Joshua Bulmer. 

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The project involved creating an open world from scratch and required a realistic stylisation.

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For the project I used a variety of free packages from the Epic Games store including a residence pack and a town centre pack.

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Developing an open world did have its complications including sizing issues, long loading times for shaders and a lot of compiling in order to accommodate all the packages including a metahuman plugin.

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When making the map I had to consider the possibilities that come with open world games, these included the player being able to explore all areas of the map. To make the experience more realistic I had to decorate the interiors of all the buildings or add some limitations that were realistic in comparison to using invisible barriers that could be more acceptable in other genres. 

The Floor is Lava

The Floor is Lava is a game I developed in Unity for one of my assignments in university. 

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The game required players to make their way upwards through the map in order to escape the rising lava. While this was a fairly simple idea it also included the use of voice recognition code, so when the player would say "jump" into their microphone the character in game would jump.

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The final product can currently be considered as a beta and I do have some intention on fully developing this project further as it only requires additional maps.

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