environment art
level design
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gallery / resume / contact / design
DM-Station

Download Link: Station.zip

This project was focused on level desgin and event scripting in Unreal 3. I designed and built the level using existing UT3 assets, and developed the kismet sequences for the level. The sequences I made consisted of a brief intro cinematic, an air vacuum effect and puzzle, an anti-gravity platforming sequence, an interactive sequence which turned on generators that triggered the finale, and a timed, explosive escape sequence back through the level. Here is an overview of the entire Kismet setup:
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Talus

Download Link: Talus.zip

This was a team-based multiplayer Unreal 3 warfare mod that was developed by a group of 8 over the course of nine weeks. It featured two teams with the objective of destroying the opposition's base. However, players are met with obstacles such as defensive barriers, attack towers, waves of enemy bots, and environmental hazards. The game utilized an entirely custom environment with unique particles and sounds. Additionally, the game also featured a function class and experience system that allowed players to choose between three classes, each with their own set of weapons that are unlocked as the player gains experience in combat. My responsibilites were in terrain sculpting, level layout, bot pathing, rock formations, lighting, and postprocess effects. Talus earned an honorable mention in the Make Something Unreal Contest for Best FPS Mod. Here is the development blog and a flythrough video by one of my teammates.
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Overrun

This is a single-player Unreal 3 mod that was developed in a group and was meant to be a short, cinematic singleplayer adventure that featured custom characters, weapons, particles, and assets. Additionally, much work went into detailed event systems for the player to encounter. My responsibilities were to layout, design, model, and texture the final environment of the game in addition to implementing it in Unreal, developing event systems in Kismet, setting up turrets and bots, placing pickups for the player, building the lighting, and and creating some simple cinematics. Here are overview of the Kismet layouts to control turret behavior and run an ending cinematic sequence.
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Aerostat

This is a cooperative Unreal 3 mod that is based on physics and defensive play. My role on the team is as the designer and project lead. The design document and physics are complete, while the environment art and event scripting are in progress.
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Roma

This board game was a group effort designed and produced in ten days, from concept to prototype by a group of five. The game focuses on producing the feeling of betrayal in its players. This is done using a system of voting for control of a large amount of resources each turn and events that are hidden from everyone but the player who drew it. I worked as a designer during the development of this game.
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The Age of Discovery

This was a board game that was produced from concept to production prototype in three weeks by a group of five. The game was intended to invoke a feeling of uncertainty in its players. The focus of the game is on the discovery of land in the ocean, and the hazards of sea travel. The main mechanic is the ability of more than one player to cleaim an island at a time, since points are not scored until they return to port to announce their findings to the mainland. I worked as a designer and developed the combat system, the expanding ocean tile system, and many other small mechanics as we built the game.
©2010 Josh Markham, all rights reserved