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Level Design Blog 20

Blog 20: 4/1-4/8 This week, I finished the mock design test. As I was working through it, I found that I had a lot of uncertainties about the process; although it made working on the assignment more difficult, it was probably very good experience for future job applications. The biggest hurdle for me during this project was using Autodesk Maya, which may be my new least favorite program. The program kept crashing for seemingly no reason as I was modeling the scene, which became increasingly more common as the level became more complex. I tried to mitigate some of the issues by staying on the FIEA VPN, saving frequently, and merging meshes and deleting history as I worked, but even with that there were probably dozens of Maya crashes, and once where my entire laptop bluescreened. Most likely, it's an issue with my specific machine, and not with Maya as a whole, but it made the whole process much more tedious either way. The other challenge I faced with Maya was that I had only ever ...
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Level Design Blog 19

Blog 19: 3/25-4/1 This week, I began working on the mock design test for Uncharted 4. Since the test specified that the level should take place in a set of ruins, and I studied abroad in Sicily during undergrad and spent a lot of time around the ruins there, I decided to model the landscape in the style of Sicilian ruins.  I started by collecting references both from the photos I took while I was studying abroad and from the internet. I decided to model the ruins in my level after a combination of some of the larger ruins I saw while I was traveling, combined with the landscape of Sicily.     I also researched Uncharted's co-op mode quite a bit, since I was much more familiar with the single player version of the game. I was particularly inspired by this level in the co-op mode, which was a similar style to the ruins I was hoping to create. Once I had a general idea of the level I wanted to create, I drafted a rough map. I was planning to do a larger section of city rui...

Level Design Blog 18

Blog 18: 3/12-3/25 Once my previous project was done, I had the time to go back to my first semester project: my Borderlands 3 level. There were a lot of issues with that level, many of them simply due to the fact that I didn't have much experience with Unreal or level design in general when I made it--but a lot of the problems with the level were also to do with the relatively small amount of research I did on Borderlands before starting the level. Through Capstone and my last few level design projects, I've learned a lot that I wanted to bring back into that level and fix. There were several main problems that I identified with it: the level was too small, it wasn't built for multiple players, and, just like my last level, there wasn't much going on besides unlocking doors. I started by importing several packs of low-poly rocks to speed up the process, since one of the pieces of criticism I got on the original level was about my use of the landscape tool to make paths...