In my Art History class we were asked to do a design a room that could fit a Egyptian, Greek, or Roman sculpture and design a room to display it in. I chose to design the room in UDK using static meshes only from the GDC map that is included in the current build as a design constraint (trying to mirror a scenario for a mesher just using what your art team gives you). I wrote up a document explaining what I did and why I chose to do things as well as a final piece showing aspects of it which I’ve included below for your perusal.


  Tag: Game Design

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October 18th, 2011

UDK – Epicurian Room

In my Art History class we were asked to do a design a room that could fit a Egyptian, Greek, […]

August 23rd, 2011

End of Internship – Post Mortem

Wow. What a crazy few months. I’ve just finished my internship over at the most excellent LucasArts. While I can’t […]

July 24th, 2011

Alice: Madness Returns – Notes and Observations

It has indeed been a bit since my last post here and  a lot of stuff has happened ever since […]

April 6th, 2011

How to Steal Like a Game Designer

Chuck Skoda shared a link today from Austin Kleon featuring some very interesting things that he has learned in his […]

February 7th, 2011

Unreal Demolition – Week 3/4

The results of my 3rd/4th week of work for the UDK mod Unreal Demolition. Featured are a look at the […]

January 10th, 2011

Back in the swing of things…

Back in DigiPen with a new semester of classes I’ll be posting things as I get back into gear with […]

December 19th, 2010

Flash – Casual RPG Battle System Concept

When I first started to learn flash I came up with the idea of what an RPG Battle System would […]

December 17th, 2010

Tron and Other Game News

Just got back from seeing the new Tron movie and I must say I was thoroughly impressed with it. I […]

December 13th, 2010

Randomness in Games

Since the early days games have always had some form of randomness in them. In fact, most roguelikes’ replay value […]

December 12th, 2010

FlowShooter Avaliable for Download!

As some of you may know, I have been working with the idea of dynamically changing games based on player’s […]