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Showing posts from October, 2022

Level Design Honours Project - Valorant Blockout "Train" Map Week 1 Progression by Chris Lomax

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Level Design Honours Project - Week 1 - Valorant Blockout "Train" Map After finishing my Space level design, I moved onto my next idea which was creating a level design around a train station location (with underground features & an accessible moving train). I will colour code the areas and create a key for it in my next blog post, along with progression images of the blockout in unreal engine 5 (which I will be starting shortly). Below shows the top down view of the entire level, along with the underground locations (top is A, mid is mid & bottom is B). The two terrain on the level that kind of look like a "C" are the bombsite locations & planting areas. A is on the right & B is on the left. As the level is based in a train station, there are a lot of stair routes (verticality) however, they won't be too steep & will make the experience more fun while moving round the level. Here is an image briefly summarizing / explaining the level & t...

Level Design Honours Project - Valorant Blockout "Space" Map (Submission!!) by Chris Lomax

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Level Design Honours Project - Valorant Blockout "Space" Map (Submission!!) Within the past week, I finished off the blockout and completed / added the following: Roof, Lights, Zipline functionality, Door functionality, Sound for doors & ziplines, Split Screen mode (local co-op), 3d text for callouts & environmental artists. I inputted a 3d model (from mixamo) and added him into the level (for level scenario demonstrations). As my level was a first person template, I had to copy it all over to a third person template (so when playing local co-op players can see the full player model, instead of just arms). After having everything set, I did my video commentary which lasted around 27 minutes talking about the design, decision making, why cover is in certain places, line of sight, the feel of the level & more. I did a small walk through of the level in first person single player mode (to see the level from that perspective). Video walkthrough:  https://www.youtube.c...

Level Design Honours Project - Valorant Blockout "Space" Map Week 2 by Chris Lomax

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Level Design Honours Project - Week 2 - Valorant Blockout "Space" Map I have successfully blocked out the level to an extent where I am happy with it. I feel I have done a good job with scalability by working with metrics and ensuring that I play tested areas to make sure it didn't feel to spacious or too claustrophobic. I'm going to show my tutors my blockout in unreal engine 5 (pictures and a run through to see it live in action as well) to gather any feedback positive or negative. A quick note here (for people who are already thinking, god those walls look huge!!) I have done this as the agents: Jett, Omen, Sage & Chamber have abilities that allow them to get higher ground, meaning if the roof / ceiling is low down, they would hit their head on the ceiling and their abilities would be N/A. Also I feel having huge walls with a high up ceiling suits the space station environment as well. (I'm wondering if I should change the colour of the floor for the upstai...

Level Design Honours Project - Valorant Blockout "Space" Map Week 1 Progression by Chris Lomax

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Level Design Honours Project - Week 1 - Valorant Blockout "Space" Map For the honours project, the whole purpose of the module is to focus on what you want to specialise in and I already knew what I wanted to do. I pitched the following below: Josh & Naomi said I should create a blockout level for the space idea map I came up with and finish it in four weeks time.  The deadline for this is Monday 17th October 2022. (I need to officially check & confirm this date). With the green light given, I started to research space stations, space, the moon & in-door fps levels. XB3992 - Valorant LD Moon Space Station (City) (pinterest.co.uk) Once I had a better vision of how this would entail, I started to sketch out a level in Microsoft Whiteboard (as I find it easier to sketch and reiterate ideas digitally. If you make a mistake, you can just ctrl+z instead of using a rubber and trying to make the sketch look pretty as well). I built a foundation and kind of started blockin...