Introduction & Demoreel

Welcome, and thankyou for taking the time to have a look at my online portfolio. My name is Andrew Hill and I am extremely passionate about the development of virtual environments for games. I am primarilly looking for employment in the industry as a level designer or builder, but I am also very interested in working as an environment and prop artist.

Andrew Hill
andrew@vertexmason.com


Serengrove - Doom 3 Level (Download)

Story:
The night has grown dark and cold by the time you arrive at the fortress city of Serengrove. Wind and dark shadows are all that occupy the empty streets in absence of the usual bustling activity. The fortress walls stand unguarded, merchant's wares lie abandoned at the Western Gates, and the foul stench of decay lingers in the cool midnight breeze.

Development Information:
Game: Doom 3
Level Type: Single Player
Tools: DoomEdit (Radiant), 3ds Max, Photoshop, Zbrush3
Status: Complete
Project Duration: Late July - Early December (2007)
Features: Large amounts of custom content - including models, textures, and sounds.
Contribution: All elements in map developed by myself, with exception to monsters, particles, and Hell assets.
Primary Construction Method: BSP. Mesh import used for props.
Info: 40+ custom materials, 30+ custom models, developed on Dell Inspiron 1520 Notebook.

Serengrove was designed to give the player a well paced experience, to keep them constantly on guard, and to keep pushing them forward. It has the appearance of what one might expect from a confusing and cluttered Tudor town, but it is actually very linear in design, with the focus being on driving the player in the right direction - giving them a greater margin for excitement and closing the margin on tedius tasks (like looking for a silver key). Everything is self explanatory, the real challenge being for the player to avoid getting killed. Although I kept the story vague for continuity reasons, Serengrove does have a story to tell and a lot of effort was put into the cinematics to help guide the player and immerse them in the atmosphere. I am especially proud of the posessed talking deer head (inspired by Evil Dead 2) which springs to life and mockingly advises the player on what to do. Many custom assets were created to make this level what it now is, and it is very rewarding to see it completed and distributed throughout the FPS community.


Orbitsfear - Unreal Tournament 3 Level

Story:
The Orbitsfear is a massive solar generator capable of quickly gathering immense levels of energy which can be channelled directly into nearby electrical based weapons and forcefields. The strategical value of this outpost is undeniable - Rally the troops and claim the Orbitsfear before your enemies do!

Development Information:
Game: Unreal Tournament 3
Level Type: Warfare (Multiplayer)
Tools: UEd3, 3ds Max
Status: Work In Progress
Project Duration: Mid January - On hold until my Etheraeon project is complete (2008)
Features: Dog fighting and opportunities to knock players to their deaths.
Contribution: Space station designed and built by myself. Additional props & materials from UT3 library.
Primary Construction Method: Mesh import
Info: Average triangle count 50,000, 40+ materials, developed on Dell Inspiron 1520 Notebook.

This level is designed to give players a quick and exciting battle. It involves two sides fighting for control over an outpost called the Orbitsfear. Both sides will start on a command ship (one at each side of the map) and be given the option to either reach the Orbitsfear with the use of the fighters located on the command ship, or by teleporting directly onto the outer rim and beginning the assult on foot. At the heart of the Orbitsfear players must capture and maintain control of a center node. Once this is accomplished players will be able to use their fighters to attack and destroy the enemy core located on the outer haul of the command ship. It will be possible for the losing side to turn the tide of battle by recapturing the center node and assulting their enemies command ship with their own fighters. It is my hope that the design of this map will encourage alot of dogfighting and general fast paced action.


Etheraeon - Unreal Tournament 3 Level

Etheraeon is a new project I am undertaking (as of 18/2/08) as an organic level design exercise. I am focussing more strongly on object placement and lighting than on environment artwork. I constructed the primary land mass in 3ds Max, and will soon be developing several structures for it, including a windmill (now added), a cottage, and a lighthouse. The foliage and materials used so far are from the UT3 libraries. Inspired my the Kingdom of Zeal from Chrono Trigger, Nagrand from World of Warcraft, and Feel Good Inc from Gorillaz.


Frostsend - Unreal Tournament 3 Level

Frostsend is more an excercise in terrain editing than an attempt to make a playable FPS level. Although it will be available for UT3 Deathmatch, the area itself is more what would be suited to an adventure game. It features large open areas covered with vegetation - fun for exploring, but will quickly become a snipefest under the circumstances.