Past Work

Here’s a collection of six previous pieces of work that relate to my thesis project. A brief overview of each work is presented on this page with Development Directive PDFs with full process narrative and work linked.

Work Sample one:

3D Level Build: Mountain House

This is a 1960s sci-fi noire piece of a cab­in living room. I am looking towards the starkness of hardboiled crime, French New Age (Godard Alphaville) with a strong sense of lighting and foreboding. I wanted everything to feel grounded and real, but also harsh and stark, with strong lights and shadow. Drawing upon modernist and Brutalist ar­chitecture that permeated at the time and adding a rustic flair I went for something with 90 degree angles and solid concrete structure elements.

Process: Round two I began to build parallel occlusion maps for the rug asset, paintings and the stone wall to give the scene depth. I also added pillows, and work on the lights. Working in Unreal 4 I began to assemble the preliminary architectural elements. Setting up my materials in Unreal from Substance. I also wanted to match my sketches, but decided to manipulate some elements for better path-finding and playability. In the final stage more assets were added and the engine optimized and the lighting fur­ther refined.

How This Relates to My Work:

Mountain House was a modular level design, using hi-res texturing, IES lighting, and world machine for the terrain. It encapsulates all of the foundational skills that I will be using building my 3D levels for my thesis project. It also helped me to learn about conceptualizing and sketching for level designs with the user in mind.