Sunday, 11 March 2012

UDK progress screens

this screencap is of the level being blocked out and my doors/megaphone being in place, this was the first stage, getting the landscape to the right scale in comparison to the player.





this next one is much later down the line, all of the assets have been put in place and the textures are all placed/alligned correctly.





here the lighting has been added, i wanted to make it dark that the scenery was intimidating but not too dark that you couldnt see anything.

at this point most of the triggers were placed apart from the death/restart triggers.



the spikes are in place and textured, i personally feel that the blood spatters work very well here.

getting so many in place was a matter of copy/pasting until the desired amount was reached.





a top donw shcematic of the level itself, most of the triggers were yet to be placed here, but you can see clearly the shape and size of the environment fully.






an angled view of the three doors, as you can see there is no visible diference between them other than the sgns on the front, and there is no visual clue which is the correct door and which two lead to death.






all three doors are set to animate like this, complete with sound.

the doors also have collision meshes that move along with them, so that passing through them isnt a problem.




each door has a hole behind it like this one, there is again, no visual clue whether the hole is the correct or wrong choice, its all a guess combined with how the player takes the audio hints.

each hole/gap in the terrain is done with the CSG remove tool.



this is the final room where the level comes to an end, i made sure there was a clear light in place to make the text as clear as possible.

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