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Contact Info: emberdione@gmail.com
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All work copyright © 2006 Kim Acuff Pittman
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The front hall of the Mary Celeste. This view serves as an
iconic image for fans of the show.
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| Project: Mary Celeste |
Duration: 3 Months |
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| Role: Level Designer |
Engine: Quake 4 (Radiant) |
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| Downloads: Play through the Mary Celeste (4.4 MB, requires full version of
Quake 4) |
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| Description:
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The Mary Celeste
sought to combine visual storytelling with a recognizable environment. As
part of the Directed Focus Study (DFS) requirements custom artwork could not
be added. At this point I decided to attempt to create a recognizable
environment so I chose something I felt very deeply about, Serenity. Basing
my level on the ship from the TV show Firefly, I began planning how to
create the look and feel of the ship without creating new assets. Soon after
we were informed that we could only have 5 rooms, max. I removed rooms and
chose the two hardest to create in Quake without new assets, the Common Area
outside of the infirmary, and the Dining Room, between the front and back
corridors. This allowed me to move the infirmary upstairs and create a flow
with very little back tracking. I also felt this greatly added to my ability to
create a design to someone else's specifications.
Several goals of this map included having a tense, isolated mood for the player and
a strong visual replication of the ship Serenity. I created the mood and atmosphere with
small rooms, sparse objects, and a script. The script began as soon as the map loads
and slowly over time dims the lights to full darkness. The player could end up searching the
ship with only his flashlight. To prevent "problems" while trying to fight monsters, I removed all
monster encounters until after the player powered up the lights. The player finally feels
relief from the darkness and fear (that actually did not exist), to discover that they are
in danger. |
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