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In the Killing Time project (MSUC phase 2 finalist - http://www.makesomethingunreal.com/ featured on the bottom of the front page) my title was Technical Level Designer, and I was responsible for all blockout, level design, Kismet scripting and asset placement for the entire Robot Factory level (Multi-player) -featured below- as well as the Subway section (second half) of the Monolith Level (Single-player) -featured above. Each of these levels & two others (Space Station and Underworld) are available for free download on the above mentioned site. During production in the Killing Time project, our team took some risks by implementing the newly discovered UT2D code developed by Joe Bates. It was quite challenging working with the code whenever we tried to modify it further because the first release (1.0) of the code was somewhat unstable and each time we chose to make an adjustment it would break the editor's ability to preview in 2d mode. At times the game would stop working all together. Our design team was diligent however, and with the help of Nathan Lau - we were able to modify the code to do some simple changes such as moving the camera away from the player and slow down the rate of some of the weapons, as well as stopping the flack cannon primary fire from bouncing. We were all very proud of how far the game got and we hope to fix any glitches and complete an ending sequence as well as introduction matinee for the third and fourth phase submissions of the Make Something Unreal Contest. We all had lots of fun working on this game and creating the two different art sets (future and present) and setting up the four levels to be much different from one-another. The single player game proved to be the most challenging as we ran into many issues, but in all it was a success. Killing Time holds it's place as one of the very few completely playable games from Game Wizards: AiCA - LA. |
Robot Factory: Multi-Player Level |
Killing Time Movie on YouTube |
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