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Thursday, April 5, 2012

3F00 Contribution Project

Total Engine Concepts presents:

An Interview with Kev Greene

Lead level designer and co-project lead of 'Skrik & the Synapse', Kev Greene, talks about his experience with the class, the design of one of the game's levels, and the successes and failures he endured through the project.

'Skrik & the Synapse' is a game prototype made designed by Total Engine Concepts, a group of third year Interactive Arts and Science students at Brock University. The game was made using the Unreal Development Kit. The game will hopefully launch at the end of April 2012.

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My experience within IASC 3F00 has been an interesting one. Originally just assuming the role of lead level designer, I was able to create concepts for all of the levels in the original game design for Skrik & the Synapse. Over the course of two semesters, I have pretty much assumed the role of co-project manager, on top of being lead level designer and have a great say in the way the game is developed. The majority of my time has been spent building one of the levels of Skrik & the Synapse, deemed the ‘Jealousy’ level. This project will outline the major steps I went through in terms of building this world, as well as the setbacks and pitfalls associated with the level and the project.

Conceptualization

http://i.imgur.com/0HNLH.jpg

When I first designed this level, it was meant to be one of the filler levels, in which if we ran into some problems and needed to axe a level, this one would be first on the chopping block. But after I designed it in Google Sketchup (pictured above), I really liked the layout of the level as well as the recovering parts of the self aspect, which no other level did. What it really turned into was a rival to the tutorial level in terms of size and length.

First Build in UDK

http://i.imgur.com/nPCYk.jpg

With a basic idea in hand, I went about creating the level in UDK. One of the major hindrances my team of level designers faced was that we did not have much experience working with UDK. Early in the project development, our team relied on internet tutorials and outside learning. Above is the earliest picture of the level in UDK, with just terrain painted.

http://i.imgur.com/7KS82.jpg

Feeling that the level lacked personality and depth, I decided to draw upon one of the concepts of our Anger level (which took place in a cave in a mountain), and link the levels by adding in a mountain range to the Jealousy level. The above picture shows an early concept of the mountain range added to the changing terrain. As well, the first signs of the caves were dug out of the terrain.

Transforming the World

http://i.imgur.com/BMRNP.jpg

Pictured above is my first attempt at turning the world into a forest, as was the original plan for the level. Unbeknownst to me, I was working with some relatively high poly static mesh trees that severely lagged the level. The basic shape of the level and layout is formed as well.

http://i.imgur.com/vXW7K.jpg

After working with the trees, I started to change some parts of the level’s elevation, picturing moving up and down throughout the level. Here the makings of the bridge and pathways are being developed.

http://i.imgur.com/Kh849.jpg

Pictured above is one of the main draws of the level: the linking caves. Designed as part of the terrain, they were some of the most challenging aspects of the level build. After tweaking each individual part of the terrain, I was able to come out with what I think is a great looking cave. Definitely not built the correct way, but still achieves the same impact.

Big Jump

http://i.imgur.com/OMhsr.jpg

Here is a quick look at the completely populated level. Drastic change, eh? Custom meshes, skybox, and proper trees flood the world, as well as changes in lighting and fog give the level an eerie glow.

http://i.imgur.com/otGnq.jpg

Here is an up close look at the shrine, surrounded by trees and rocks: A little different than the original concept.

http://i.imgur.com/7beXi.jpg

In the original design, we did not think about the population in the level. Being such a big level, and with a noticeable gap in the level not being utilized, we decided to make it look like the goblins had homes and were living in the hills.

http://i.imgur.com/dJRvT.jpg

The level had taken a dramatic jump in terms of lighting when we introduced the brain skybox into the world. Things just seemed to fall into place and changes in the elevation in the level really add a distinct feel to the level.

This course has been quite an eye-opener in terms of what is needed to build a video game from a concept to actualization. It has in fact weeded out the contributors from the ones who wish to float by and not contribute. I now know who I can depend on and who I can trust to build a game with. It has been quite an interesting ride, and has definitely prepared me to deal with building a new game next year.