Posts Tagged ‘IMGD’

The Mentality of UT3 Level Design, Part 2

Wednesday, May 6th, 2009

Unreal Editor 3

Exactly two months ago, I posted an article here that discussed some of the mentalities behind level design for Unreal Tournament 3, as part of an academic project at Worcester Polytechnic Institute. Today I’ve finished said project (and completed my graduation requirements at WPI!), and now present the second half of that article. Whereas the first entry dealtwith gameplay design, this entry deals with artistic design.

As before, if you feel like playing the new, Beta version of the map that formed the basis for this article, check out the previous post. But if you’re interested in some nifty things that could help you design your own UT3 level, then make sure you’ve read the first half of the article, and then go ahead and read today’s addition.

Thanks for reading! And please, don’t hesitate to tell me what you think.

DM-Reverence: Beta

Wednesday, May 6th, 2009

betashot3

At long last, after two terms (that’s four months) of work, I’m proud to present the Beta version of DM-Reverence, an Unreal Tournament 3 space-themed Deathmatch map.

Now including custom-made art assets, this version of the map represents my final project submission at Worcester Polytechnic Institute — it is, quite literally, the last school project I worked on before graduating college. It is the culmination of an Independant Study Project I designed, and is, without a shadow of a doubt, among the coolest things I got to do for academic credit at WPI.

However, just because this is what I submitted doesn’t mean it’s the final version of DM-Reverence — far from it. As much as I’ve learned, I’ve also learned just how far I still have to go to turn the level from a decent first map into a blockbuster experience, and I intend to keep working towards that goal. Until then, however, there’s still the Beta, and it’s now available for download.

As always, please let me know what you think of the map — all criticism, positive and negative, is good criticism, and can only help me make the map better.

[After the break: three more screenshots, and a copy of the readme.] 

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Protagonism

Wednesday, February 11th, 2009

…wherein I react, in a somewhat roundabout way, to a discussion of moral choice in gaming. Unfortunately you don’t get to see the original discussion, because it was held in-class; my apologies. If you’re okay with it, though, I’ll try to recall things as best I can.

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