UnrealPSX - 1999 |
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Nali Villagethe nali village that could only afford a population of 1 or 2 in PSX land.
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Planks!One of the favorites. some of the planks were keyframe animated so they'd slip and slide around as the player tried to make their way across the lava pit.
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abandoned tunnelAnother one of those "OH crap there are missing levels and we're running out of time" levels. it turned out pretty cool.. by this point in the project I had mastered a technique I called "the blob method". It was torcherous but got the job done. The blob method consisted of taking a tesselated cube and then moving all the vertices into position to create organic geometry.
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Beaming outthere is a short out of body camera showing of the transporting effect.
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going inI've always been the "cool outdoor scene" scene guy but every once in a while I try to do a cool interior. This one isn't too bad.
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crater transporterwith not much time left on the project and a whole lot of unfinished levels I stepped in to quickly produce this masterpiece of a level =). this is a big interplanetary transporter device and is really big. Beam me up!
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the shaft!No sci-fi game is complete without a long elevator shaft with a twirling red light going off.
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DeathmatchI almost forgot about this very cool level. It took place in broken down VR. you could see busted out pannels that showed a sort of scrolling sparking wireframe view and the sky scrolled around like crazy giving you a very fast pace feeling. Teleporters would send you flying through a random space outside of this arena to get to another space inside of the arena.
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kryo chamberI had an array of these chambers at first but had to trim it back to just one for performance sake.
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strategicly placed planthere I have some volumetric fog in the background and a well placed plant. This was on PSX so we had to make every Plant placement count.
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