The Asylum - Gears of War Level

Project Highlights:

- Worked within a 9-week development cycle to design, document, and construct a GoW map with approx. 10 minutes of gameplay.
- Created custom materials and shadow maps to produce map-specific lighting.
- Created custom retextures of Stranded character models to recast them as asylum inmates.
- Worked extensively in Kismet and Matinee to create engaging in-engine sequences.

Description:

The focus within this map is to create mood and atmosphere through the use of lighting. From stark and custom lightmaps of barred windows against vacant halls, to the red glow of Locust eyes staring out through the blackness, lighting takes the relatively simple spaces within this map and turns them into something much more.

Trailer

Please note that Gears of War is a dark game by nature, and the theme of this map led to a fairly dark space in certain areas. I have done my best to brighten the footage without washing out the content. If you are still finding the trailer too dark, I highly recommend downloading the full quality version, which makes things much clearer due to the higher resolution. I hope this helps, and apologize for the inconvenience.



Download Trailer (Best Quality)

Screenshots

Extraction - Gears of War Mini-Level

Project Highlights

- Given a stock level whitebox, worked to design and implement combat as well as detail map visuals for 2 minutes of gameplay.
- Timeframe on project was 1 weekend.

Description

This project was an exercise in fleshing out someone else's design. Given a large, 5-minute level in whitebox, I was tasked with fleshing out 2 minutes of gameplay. While the whitebox

I chose to focus on the very end of the mission, which until that point was nothing but an empty courtyard. My design was to add a final desperate struggle to the end map as a climax. Here, the player must defend a ruined courtyard against waves of locust in order to buy enough time for the COG choppers to extract him.

Screenshots