|
|
|
This is a collection of my work in Killzone 2 for the Playstation 3. The screenshots below are of areas I worked on in the Maelstra Barrens level from start to finish. This included creating the structures by modeling and texturing static geometry (BSP) and placing building blocks (modular, referenced LODing geometry objects).
I modeled and textured the static geometry (BSP) and placed the building blocks (bb's). It was a lot of fun to make them all askew.
In additional, the original gameplay had the player turning this corner and facing a tank, so I thought it would also be a nice way to frame the last enemy of the level.
Here below we needed to resolve a level design issue with art. Although ISA cavalry arrives from this path, the player needed to be blocked off from it and directed towards the next objective with some visual language. To solve this problem, I made it look like the cliffside had fallen away, structure had been added to keep the remaining road intact, and an APC still remains to block the player.
I made several building block presets of damaged debris clusters from the crashed space ship in the game and they were used throughout this level. Below a giant piece of the Cruiser has crashed into the main energy pipeline on the planet. I placed or polished a bunch of the debris lining the crater.
I was responsible for making a new set of building blocks and constructing the ramps out of them.
Photo-based textures. All of the building blocks in this set use the same shader, except the low LOD's of the grating use a small alpha map instead of geometry. The specular is encoded into the normal map.
I modeled the sets of train building blocks. After they were approved, they could be exported and placed into the game levels. While I constructed the train level out of building blocks and static geometry, artists at another Sony studio in the UK textured and polished the building block models. Once they were finalized they were updated in the game.
Static Geometry
Building Blocks
Combined they make a Helghast train. I made this based off of provided concept designs and reference.
Some screenshots of the final result of the level.
In the end it felt like ours. Here are some screenshots from some areas I worked on.
In the screenshot below, the player could originally walk onto this platform. I essentially remade the platform to make it more visually appealing, less expensive, and inaccessible to the player.
This included rebuilding a lot of the bb's so that they would have better connections and edge definition, and be used more efficiently.
In general, my work included set dressing with decals, props, vertex coloring, building block tweaks, fixes to several other eye sores, and some last minute gameplay changes. This was all in order to get the level running within memory, to raise the art quality, and to get the game shipped on time.
The player can use the grenade launcher to bounce a grenade off the building block backboard above the turret nest and take out the gunner!
|