Game Developer - Level Designer - Environment Artist - Author - Tutor - 18 Years of experience with Unreal Engine 1, 2, 3, 4
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Last day of my daily updates. When I posted about my Rekoil and KFS work yesterday, I wrote that levels like Sawmill only took me about 18 hours to make. I recorded my screen while working on the Prison level for Rekoil, and while updating the Oilrig for KFS, and turned those recordings into timelapse videos of those levels shaping up.

The KFS Oilrig took me 2 hours 45 minutes to go from what I received from the art team to polishing it up, and the Prison level took 20 hours about + another 8 hours of unrecorded work to set up the entire level from start to end, including the creation of placeholder art. I did not prepare anything for either of these two levels/videos so what you see is just improvisation. The only thing I had when I began work on the Prison was a rough idea of the general shape and idea of the level, but no sketches or anything on paper, nor any concepts.
The Oilrig was mostly made already, but lacked effects and styling when I received it. It was particularly easy to do because it was a cutscene level, so you can get away with a lot. There were only a couple of angles to take care of and I did not had to think much/anything about performance.

There are some things that I could have done better, or put more time into if I would have had that, for example the outside of the Prison is rather flat whereas the inside has the tendency to be cramped plus too disconnected from the outside, and the inside also has a bit too flat lighting and detailing going on, but those smaller problems aside, as an illustration of my drive for efficiency and my usual no-nonsense-just-do-it approach to everything I create it gets the point across. I want to give my clients fast but quality results because my time is their money.

If you have epilepsy/photosensitivity you should probably not watch these, the screen jumps around aggressively and it goes really fast.





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