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Contact Info: emberdione@gmail.com


All work copyright © 2006 Kim Acuff Pittman and



As part of an final level designers took a prebuilt but undecorated level and decorated it (using only Unreal assets), without changing the flow or the basic bsp. In the end this was one of the most beautiful levels I created.


 
Levels: Pretty Egyptian, Mountain Temple, Hedgemaze Duration: 1 week each
 
Role: Level Designer / Designer Engine: Unreal Tournament 2004 (Unreal Ed 2)
 
Downloads: Temple of Horus (1.3 MB ut2 map)
Downloads: Mountain Temple (578 KB zip file)

Installation is slightly complicated as I made custom assets. You have to unpack the zip file, place the .usx file in the Static Mesh folder under your Unreal2004 Folder. Place the .utx file in the Texture folder. Place the SakiSet and Sushi folders in your main UT2004 folder (this is where you found the Static Mesh and Texture folders.) Finally place the SakiSet.u and the Sushi.u files in the UT2004 System folder.

Downloads: Hedgemaze (1.7 MB zip file)

This has a  slightly complicated installation as my team made custom assets. You have to unpack the zip file, place the .usx file in the Static Mesh folder under your Unreal2004 Folder. Place the .utx file in the Texture folder.

 
Description:
 

Temple of Horus: Created for a Midterm Level Design exam. The Professor gave the class a map without textures or indication of meshes. He told us to decorate and add to the map without altering the flow of the map. I chose the Egyptian theme and proceeded to attempt several new techniques like bsp trim, terrain in an interior map, and a ceiling opening for a sky box. (Screenshots 1-2)

Mountain Temple: The Term 2 Level Design final required the students to remake the classic Quake 3 level DM-17. The assignment required the student to put the map "someplace." I chose to create the map in an Asian theme. The map has three different vertical levels and the player moves between them using jump pads. I thought that using as Asian theme logically explained the player's ability to fly through the air and then run along the rooftops. My inspiration came from popular movies like Crouching Tiger, Hidden Dragon. For the first time in a map I really tried to make the skybox fit well with the map and tried some different techniques. (Screenshots 3-5)

Hedgemaze: As part of the Term 2 Level Design assignment we formed teams to create a CTF map. My group decided to create a castle for our map. I wanted to create a hedgemaze for the center section of the map, but I wanted to be sure that the player would not get frustrated and would use the maze for cover. I created the maze in a PAC-MAN like design so that as long as the player continued in the right general direction they would eventually get to the edge. During play-testing problems developed so I made the maze the exact height of the player's double jump. This added very interesting gameplay. I worked with Bill Adams and Jonathan Hemingway. (Screenshots 6-7)