Legendary

Screenshots & Breakdown

Contributions and Responsibilities:

  • Team lead for last level of the game. Maintained lines of communication between departments
  • Created a library of high quality environment assets.
  • Level streaming, asset management, shader network setup, BSP editing, dressing, lighting, and prop animation (matinee) in the Unreal 3 editor.
  • optimized, polished, and adapted existing particle FX to fit level needs.
  • Mentored and managed new team members.


Screenshots

Cathedral

  • Created modular architectural system of arches, pillars, vaulted ceiling, and walls for cathedral level.
  • created bridge; pulling normal from high poly model.
  • props: rose window with destructible and particle FX, stained glass window with destructible and particle FX, ceiling destruction, destructible thin pillars and arches, lamp.


Cemetery

  • Created suite of vine variations and grass variations. Vine material is able to rustle in wind.
  • Created main arch wall and lighting polish on this piece.
  • Angel statue; normal maps created in photoshop. Created in about 8 hours.




Durham, England Street 1

  • Major BSP rework
  • All Dressing and lighting except in first shot in this series.
  • Optimization
  • Bug fixing
  • Particle FX placement and kismet toggles.
  • Dynamic lighting kismet toggles.
  • Props: scattered bricks, false ceiling and destroyed false ceiling, blood puddle normal and material polish, trash, air duct above false ceiling


Lab

  • Team lead.
  • Major BSP rework
  • Dressing
  • Lighting
  • Optimization
  • Polish
  • Dynamic lighting kismet toggles.
  • Props: operating light, destroyed handrails


Order Tower Lobby

  • Team lead.
  • BSP rework
  • Dressing
  • Initial Lighting
  • Optimization
  • Polish
  • Dynamic lighting kismet toggles.
  • Helicopter crash particle FX optimization
  • elevator animation and functionality kismet
  • Props: office plants, upper floors, elevator, couches with destructible
  • Bug fixing


NY Museum

  • Props: ceiling material and mesh, ceiling and floor trim, pedestal destructible, statue destructible, reception desk
  • animated ceiling material with crack that spreads radially
  • pristine and destroyed floor components
  • laid out modular system for museum lobby domed ceiling and architecture. Did not create final meshes and materials.


Last level of game

  • Team Lead
  • Overhauled gameplay and player path
  • Overhauled level layout
  • Dressing
  • Lighting
  • Optimization.
  • Bug fixing
  • Prop animation
  • General prop materials polish.
  • Props: Building facade, bridge, generator destructible, crate, lamp, atrium trim,


Sewer

  • Overhauled BSP layout
  • Dressing
  • Lighting
  • Particle fx placement and kismet toggles.
  • Props: caged light


Miscellaneous props

  • exit sign
  • starbucks chair
  • st francis statue
  • subway LED marquee with scrolling text.