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Thankyou for taking the time to have a look at my portfolio. My primary skill set is in Level Design, with over 2 years experience in the Games Industry. I have always had a passion for creating environments that immerse and challenge other people. Before this became a career, it was a hobby, and that's still how I like to think of it.
Andrew Hill
andrew@vertexmason.com |
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Aetherdale - Unreal Tournament 3 Level (Download) |
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Aetherdale is a Capture the Flag level which pits two teams against one another on a levitating island. The blue team controls a large house on one end of the map, while the red team controls the windmill on the other. Players are presentented with a range of positions for defensively securing their bases, and a multitude of possible strategies when going on the offensive - including an underground passageway. Attention has been paid to ensuring that there is a strong flow, that all areas of the map are easilly accessible through multiple paths, that different playing strategies are catered to, and that the map is fair and balanced for both sides despite the obvious difference in their defensive positions. All of the buildings and the island geometry were modelled in 3ds Max by myself. Additional props such as foliage, rocks, lanterns, etc were included with UT3 - as were the majority of the textures. In terms of artistic presentation, I wanted to create a very vibrant atmosphere for this level. |
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Development Information:
Status: Complete
Date of Release: 27th October 2010
Game & Engine: Unreal Tournament 3 - Unreal Engine 3
Level Type: Multiplayer Capture The Flag
Tools Used: Unreal Editor 3, 3ds Max, Photoshop
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When I decided to create a level for Doom 3, my interest was in coming up with something different to the content in the original game. I love tudor style architecture and decided to use that as the theme for my level, as it provides some great opportunities to create a creepy and unique environment. The level sees the player exploring though an eerie, abandoned town, and completing several objectives in order to progress from one area to the next. I felt it was important to provide some basic narrative structure to give players a feeling that they had some purpose for being in Serengrove, rather than sending them running from point A to point B shooting at zombies. This was accomplished primarily through objectives and pacing; the level doesn't start off in the thick of trouble, rather players are told to explore the abandoned town and consequently disturb the denizens within it. To help drive the narrative, players are shown an animated flythrough of the level which includes a voice-over, as well as encountering an unlikely guide (a wall mounted deer head) as they begin to explore Serengrove. It should be noted that this level was designed as if it were part of a series of levels, so what happens prior to or succeeding Serengrove is left up to the individual player to decide. The majority of props used in Serengrove were created by myself, as well as about 50% of the textures - the rest being included with Doom 3. The map was constructed primarilly with BSP. |
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Development Information:
Status: Complete
Date of Release: 2nd December 2007
Game & Engine: Doom 3 - id Tech 4
Level Type: Single Player
Tools Used: DoomEdit (Radiant), 3ds Max, Photoshop, Zbrush
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Orbitsfear - Unreal Tournament 3 Level |
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Orbitsfear is designed to be a Warfare map which takes advantage of the flying vehicles available in UT3 for use in an outer space environment. Each team would have a command ship docked at opposite sides of the space station, with the power core for that team located inside it. There would be three nodes for each team positioned on the ring of the space station, outside the command ships. Capturing these nodes would drop the shields for the power core, allowing it to be destroyed; however, these outer nodes could not be assaulted until a center node located in the heart of the space station had been captured. More flying vehicles would become available to the team with each node captured, and by the end of the game the winning side would be capable of bombarding the enemy core from their vehicles. The losing team at this point would be forced to defend their ship with surface to air missiles while attemping to reclaim their nodes and restore the core shield. |
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Development Information:
Status: WIP
Date of Release: N/A
Game & Engine: Unreal Tournament 3 - Unreal Engine 3
Level Type: Multiplayer Warfare
Tools Used: Unreal Editor 3, 3ds Max
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