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level design Archive

  • Whiteboard Step: Setting Design Goals for Siege The original vision of Siege was to create a game mode that offered shorter matches and less complexity than Conquest. As with the majority […]

    Siege

    Whiteboard Step: Setting Design Goals for Siege The original vision of Siege was to create a game mode that offered shorter matches and less complexity than Conquest. As with the majority […]

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  • The map design process at HiRez is pretty fluid and iterative, especially with Smite’s development. We’ve seen a lot of art and gameplay updates across the board, from UI to […]

    Evolution of SMITE Tutorial

    The map design process at HiRez is pretty fluid and iterative, especially with Smite’s development. We’ve seen a lot of art and gameplay updates across the board, from UI to […]

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  • (For this tutorial, I am using the 2012-10 version of the UDK, and the assets available through it. Assets and materials belong to EPIC ) “What are Material Instance Constants […]

    4 – Working with MICs and Materials

    (For this tutorial, I am using the 2012-10 version of the UDK, and the assets available through it. Assets and materials belong to EPIC ) “What are Material Instance Constants […]

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  • I wore many map-making hats during Global Agenda’s development process. While I did get a chance to make a few original PvP maps- most notably Toxicity- much of my time […]

    Global Agenda

    I wore many map-making hats during Global Agenda’s development process. While I did get a chance to make a few original PvP maps- most notably Toxicity- much of my time […]

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  • The development of this map began when many of our streamers started making rules and hosting “All Random, All Mid” matches using Smite’s regular Conquest map. This player-driven mode had […]

    Assault

    The development of this map began when many of our streamers started making rules and hosting “All Random, All Mid” matches using Smite’s regular Conquest map. This player-driven mode had […]

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  • This practice mode for SMITE allows player to try item builds and practice abilities- either solo or with a team- against the enemies found in the Conquest game mode. This […]

    Jungle Practice Map

    This practice mode for SMITE allows player to try item builds and practice abilities- either solo or with a team- against the enemies found in the Conquest game mode. This […]

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  • Canyon Crusade Revival Responsibilities: –Make viable ports of the classic Tribes CTF map Canyon Crusade. Adapt the original layout and heightmap to suit Tribes Ascend’s physics and mechanics –Layout and […]

    CTF- Canyon Crusade Revival

    Canyon Crusade Revival Responsibilities: –Make viable ports of the classic Tribes CTF map Canyon Crusade. Adapt the original layout and heightmap to suit Tribes Ascend’s physics and mechanics –Layout and […]

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  • Capture and Hold Responsibilities: –Adapt existing CTF and TDM maps to be used for the Capture and Hold gametype. Layout capture points and linked inventory and radar stations, turrets, and […]

    Capture and Hold Maps

    Capture and Hold Responsibilities: –Adapt existing CTF and TDM maps to be used for the Capture and Hold gametype. Layout capture points and linked inventory and radar stations, turrets, and […]

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  • Responsibilities: –Level design and layout, blocking out initial play space, inventory station and spawn placement, set dressing, bug fixes. TDM Creation Process: Much like when I develop arena maps, I […]

    Team Death Match Maps

    Responsibilities: –Level design and layout, blocking out initial play space, inventory station and spawn placement, set dressing, bug fixes. TDM Creation Process: Much like when I develop arena maps, I […]

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  • **Update** Smite goes through many iterative changes and revisions.One of these changes was to redo the tutorial to again be more specific to our Conquest gametype, to better introduce new […]

    Old SMITE Tutorial

    **Update** Smite goes through many iterative changes and revisions.One of these changes was to redo the tutorial to again be more specific to our Conquest gametype, to better introduce new […]

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