Other Class Works
This was a level I worked on for 1 week. I learned how to play Neverwinter Nights, how to populate the maps, connect them, and create specific scripting events. The idea behind it was to offer a series of small, but acutely different mechanics and gameplay elements. It was mostly a test to see what I could make/code.
The Tower of Trials
This is the murky swamp portion of the trial for the Sword. Players can choose to fight, or run for their lives. All elements owned by BioWare.
This is the damned graveyard portion of the Shield trial. Ghostly enemies spawn and follow the player, but run away while standing in the light. Can you survive? All elements owned by Bioware.
This is the summoning room portion of the Tome trial. Lighting all the candles will guide the player, but if all go out- something unfortunate will occur. All elements owned by Bioware.
This is the murky swamp portion of the trial for the Sword. Players can choose to fight, or run for their lives. All elements owned by BioWare.
The introductory dialogue for 'Supplies Become Scarce.' The player is given a random hero, while Arthas gives them their main quest. All elements and names owned by Blizzard Entertainment.
The main battle of the 'Graveyard Shift' quest, activated by encountering Jaina near the Mistress of Pain. All elements and names owned by Blizzard Entertainment.
One of the gold mines is in the roost of a frost wyrm- the 'boss' of the map. All elements and names are owned by Blizzard Entertainment.
The introductory dialogue for 'Supplies Become Scarce.' The player is given a random hero, while Arthas gives them their main quest. All elements and names owned by Blizzard Entertainment.
Supplies Become Scarce
This was a level I worked on for 1 week. I learned how to play Warcraft III, how to populate the map, adjust the terrain, manage units, and create specific scripted events. I knew that Real-Time Simulation games like these are about resource management, so I played with that thought and incorporated it into the made-up story. Players had limited area to reap from the land for resources, so they eventually must pursue the scenario's main quests and acquire the gold mines. One mine was left uncontested, to give the player an opportunity to grow their ranks more quickly.
Abandoned Factory
This was a level I worked on for 1 week. I had played the Unreal Tournament prior, but never handled the editor. I populated the map with models, textures, classes, and a few scripted events. I tried to make a multi-player map with variety, but still make it feel cohesive. I also wanted the environment to have a surprising amount of interesting set-pieces to use for various tactics.
Looking out from the corner of a hallway, riding an elevator down. All elements owned by Epic Games.
Looking up in the main connecting area of the factory map. Players can walk on the pips, drop onto others, or use the pipes as cover. All elements owned by Epic Games.
This image demonstrates the number of directions a player could come from. There are a total of 6 ways into this room, only 2 are depicted here. All elements owned by Epic Games.
Looking out from the corner of a hallway, riding an elevator down. All elements owned by Epic Games.