Wednesday, June 25, 2014

HUNT: Worldbuilding

No level in HUNT has been created solely by one artist. At one point or another, multiple people have touched every level and made modifications. Below are a set of environments that I feel comfortable saying I completed 75% of the work (most are initial passes that are then tweaked along the game development pipeline). They are a variety of different environments that can all be pieced together to make a level, since the level is created by random generation. This was a huge part when initially designing the environments in HUNT of which I played a large role. Most of these environments were blocked-in by myself as well.
In this environment, a wall was required to force players around the oil rig in the back. Instead of a boring wall, I put oil refinery equipment there to block passage.

Same as above, other side.

An abandoned warehouse. The barrels in here are rigid body physics objects.

A large oil field with multiple derricks, some functioning, some not. Bridges and upper walkways support ai pathing, allowing enemies on the upper parts of the level to ambush players.
 
An outdoor storage area with a warehouse in the back.

A simple homestead out in the swamp.

Another warehouse, this one an abandoned boathouse.

HUNT: Shacks

The shacks in the Bayou went through many different iterations, of which I was a central participant. However, every artist on the team has touched these assets at one point or another.
I worked on creating the different shapes and sizes of buildings, each sticking to strict guides for window heights and widths (only one window asset was ever used), door heights and widths (same as windows/ one asset), stair and floor/roof heights, and overall spacing (important for enough gameplay). I helped define all of these guides while constructing the mod set.
The buildings themselves are constructed as one object to help with culling (not rendering objects inside of a building when you couldn't see through a window or door, or portal).
They also have a paint layer, so we could make the paint on the buildings whatever we like (variation).
Each building is used multiple times to make a set of buildings, each with a different layout, theme, and props inside.
The porches, walkways, supports, and railing are used extensively throughout the environment and were made to work individually or right along side a building.
The mod set for the buildings in the Bayou. I created the wood texture used on the walls, floors, walkways, and most posts, as well as constructed the buildings themselves. The metal roofs and log textures were made by other artists.

HUNT: Props

These are a few of the props I've made so far for the game Hunt at Crytek USA. These were made 100 % by me, all including high-poly bakes and a full set of textures (Diffuse, Specular, Gloss, and Normal).
A simple hutch, the doors on top are made so the players can open them and receive items.




























A simple nightstand. This later had a paint layer added to it that was controlled with vert painting to make it have a new appearance.



See above
A set of oil refinery machines and tanks. This set used three textures, two for the metal parts, and a single tile-able brick (All textures were used for other assets as well)
High-poly asset for the tanks of the oil refinery set.
See abve
Tile-able wood wall texture. Tiled 2x2
High-poly asset for tile-able wood wall texture
Various furniture props used throughout.
Simple shovel asset, with removable end handle (for slightly different look)
General tool set, uses one texture sheet.
Simple table