tag:blogger.com,1999:blog-811265013572758022024-03-12T19:52:45.087-05:00Tai Chen | Senior Environment Artisttwnori@gmail.comTaihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.comBlogger18125tag:blogger.com,1999:blog-81126501357275802.post-73323125965055704992019-04-08T17:08:00.000-05:002019-04-08T17:08:08.206-05:00Autumn Santuary<div class="separator" style="clear: both; text-align: left;">
<span style="font-family: Arial, Helvetica, sans-serif;">New environment made in Unreal! I made this in 5 days to explore ways to make a stylized environment. Environment break down coming soon!</span></div>
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<br />Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-50128189263825389692019-03-18T17:31:00.002-05:002019-03-18T17:31:42.922-05:00[WIP] City Street<span style="font-family: Arial, Helvetica, sans-serif;">Howdy! Thought I should share something that I've been working on lately. I want practice making shaders in an Unreal environment so I started this project on my free time. I borrowed the tree and plants from the unreal kite demo but everything else is done by me. Once I'm done with the scene, I think I will try to re-author it in wetter night time scenario. Who knows, after that I might try to futurize it a little with new materials and models!</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-21064523186172311472019-03-04T12:46:00.002-06:002019-03-24T11:15:33.708-05:00COD WWII zombie island art dump<div class="separator" style="clear: both; text-align: left;">
<span style="font-family: Arial, Helvetica, sans-serif;">I was in charge of researching and developing the visual style of the natural exterior area in this DLC Zombie Campaign. I created material plans and call outs for the texture artist, then constructed a “beautiful corner”, which is a small portion of a map, demonstrating how the textures should be layered and blended to make sure everything stays consistent. Finally, I then passed down my plan for the exterior area to a team of environment artists and offered them feedbacks until the exterior is completed.</span></div>
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Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-29328205680733574132018-04-04T23:43:00.000-05:002019-03-05T22:42:33.162-06:00COD WW2 environment art dump<span style="font-family: "arial" , "helvetica" , sans-serif;">Hi guys, it's that time of the 3 year dev cycle again. Here are some of my contributions for COD WW2, I was in charge of set dressing, modeling environments, and terrain sculpting. Prop modeling, texture production, and lighting are done by my talented coworkers. enjoy!!</span><br />
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<span style="font-family: "arial" , "helvetica" , sans-serif;">Here are some props I made</span></div>
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Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-60941439384564091262018-01-28T23:40:00.000-06:002018-01-28T23:40:04.289-06:00[WIP] High poly old school film camera<span style="font-family: Arial, Helvetica, sans-serif;">Recently I dug up this camera from the storage boxes, thought it would be fun to model it. Here is my work in progress!</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-1148509494578344892017-03-19T16:15:00.003-05:002017-03-19T16:16:29.074-05:00stormtrooper helmetI did this stormtrooper helmet a while back, I think I overkilled the down-resing a little too much for low poly. Next time I'll keep more of my high poly for smoother silhouette.<br />
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Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-35966834030763625342015-06-02T20:17:00.002-05:002015-12-31T15:37:09.113-06:00Call of Duty Advance Warfare art dumphey guys, it's been a while, here are some of the environments I've worked on in CoD: AW. I will upload more in the future. Enjoy!<br />
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I am responsible for all of the level construction and small amount of textures shown in the screenshots below. Lighting, effects, characters, textures, models are made by my fellow teammates.<br />
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Also apologies for some of the images looking flat.. apparently right before the game ship certain "optimization" and screen toning was done by third party and this is what we're left with :(<br />
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-g8FnwP93YK8/VW5VYHZlU_I/AAAAAAAACp8/JCLHO87QPmA/s1600/001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://3.bp.blogspot.com/-g8FnwP93YK8/VW5VYHZlU_I/AAAAAAAACp8/JCLHO87QPmA/s400/001.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An destroyed Korean subway station</td></tr>
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<a href="http://3.bp.blogspot.com/-3pZlahSOIH0/VW5VYBxIkEI/AAAAAAAACqE/amgghaIWhoI/s1600/002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://3.bp.blogspot.com/-3pZlahSOIH0/VW5VYBxIkEI/AAAAAAAACqE/amgghaIWhoI/s400/002.jpg" width="400" /></a></div>
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<a href="http://3.bp.blogspot.com/-y-NFMrK_tDw/VW5VYcoRHhI/AAAAAAAACqA/XGHN-esBB3A/s1600/003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://3.bp.blogspot.com/-y-NFMrK_tDw/VW5VYcoRHhI/AAAAAAAACqA/XGHN-esBB3A/s400/003.jpg" width="400" /></a></div>
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<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-R0rnc1sS_10/VoWYBaYWwJI/AAAAAAAAC0g/caWzYmjXPA8/s1600/lab001.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="222" src="http://1.bp.blogspot.com/-R0rnc1sS_10/VoWYBaYWwJI/AAAAAAAAC0g/caWzYmjXPA8/s400/lab001.PNG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I modeled and textured the wall modules. (a modular system that is easy to use for the other teammates)</td></tr>
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<tr><td><a href="http://4.bp.blogspot.com/-p9bSEdArHM8/VoWYBnaE4JI/AAAAAAAAC0k/kGcyErf6Q6I/s1600/fusion003.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="http://4.bp.blogspot.com/-p9bSEdArHM8/VoWYBnaE4JI/AAAAAAAAC0k/kGcyErf6Q6I/s400/fusion003.PNG" width="400" /></a></td></tr>
<tr><td class="tr-caption">I modeled the hanging screen, ceiling destruction, and the long desk. Screen graphic, chairs, and the huge console in the middle are made by my fellow teammates</td></tr>
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-8p4XQcbSta8/VW5VZFDsZ2I/AAAAAAAACqQ/S3chkhtDNOE/s1600/005.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://3.bp.blogspot.com/-8p4XQcbSta8/VW5VZFDsZ2I/AAAAAAAACqQ/S3chkhtDNOE/s400/005.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Had the opportunity to make whatever I want in this restaurant combat space.. I had lot of fun!</span></td></tr>
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<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-VoH9loUI4Gc/VW5VZx4KiyI/AAAAAAAACqg/82_B4XPb9Uo/s1600/007.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://2.bp.blogspot.com/-VoH9loUI4Gc/VW5VZx4KiyI/AAAAAAAACqg/82_B4XPb9Uo/s400/007.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">High speed chase scene that requires the player to jump between cars</span></td></tr>
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<br />Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-81116912947620607312015-01-26T19:32:00.000-06:002017-03-19T16:17:55.970-05:00Call of Duty: Advanced Warfare Havoc DLC coming soon!Some of my work are featured in the Havoc DLC trailers. Check it out!<br />
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<a href="http://2.bp.blogspot.com/-2L3wJUOKrzU/VMbqf5PsLPI/AAAAAAAAClI/AUk0llQAuHY/s1600/trailer1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://2.bp.blogspot.com/-2L3wJUOKrzU/VMbqf5PsLPI/AAAAAAAAClI/AUk0llQAuHY/s1600/trailer1.jpg" width="640" /></a></div>
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responsible for constructing part of the level shown above. Texturing, modeling, lighting are made by my fellow teammates.Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-52062942057366811482014-12-19T19:01:00.002-06:002015-12-20T22:20:37.401-06:00COD: AW is out!This post has been long due. In the past year, My team and I at Sledgehammer Games have been working really hard to ship the best Call of Duty to this day, and now it's finally out, here's a screenshot of the scene I worked on. More to come later!<br />
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I am responsible for constructing this level and several models shown in the screenshot below. Screen graphic and lighting are done by my fellow teammates.<br />
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<a href="http://4.bp.blogspot.com/-w_ZbFLB9vDo/VJTKW6WxMWI/AAAAAAAACkA/3wRjBbTIPkg/s1600/lab.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="http://4.bp.blogspot.com/-w_ZbFLB9vDo/VJTKW6WxMWI/AAAAAAAACkA/3wRjBbTIPkg/s1600/lab.jpg" width="640" /></a></div>
<br />Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-66647957538111570502014-07-10T16:08:00.001-05:002015-12-20T22:27:01.465-06:00Old dump for work 2 years ago<span style="font-family: "arial" , "helvetica" , sans-serif;">Hey guys, It's been a while since the last time I posted anything. Here are just a dump of stuff I did almost 2 years ago. Did the level design, level building, proxy modeling, and lighting. I take no credit in the models and textures. During my time at Irrational, I was in charge of prototyping and creating a co-op multiplayer mode with a designer (unfortunately it was later cut and our content was split into small pieces and distribute among other levels in game). </span><br />
The Cut game mode was supposed to be a 4 player co-op experience featuring loots and system that would generate a level from a pool of map elements (diablo 2 style) that has different looks, objectives, story telling, and paths.<br />
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<a href="http://2.bp.blogspot.com/-LX6ifObZhOM/U77_9Yt4JGI/AAAAAAAACbs/JVdQEKJyS5M/s1600/tcport2012-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://2.bp.blogspot.com/-LX6ifObZhOM/U77_9Yt4JGI/AAAAAAAACbs/JVdQEKJyS5M/s1600/tcport2012-1.jpg" width="320" /></a></div>
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<a href="http://4.bp.blogspot.com/-4Tj067hu5zc/U78AA88ppBI/AAAAAAAACco/BbOfTHLBOzk/s1600/tcport2012-3+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://4.bp.blogspot.com/-4Tj067hu5zc/U78AA88ppBI/AAAAAAAACco/BbOfTHLBOzk/s1600/tcport2012-3+copy.jpg" width="320" /></a></div>
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<a href="http://4.bp.blogspot.com/-0lrtX6onw_g/U78ABnuooHI/AAAAAAAACc0/XjhCr1cSO68/s1600/tcport2012-4+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://4.bp.blogspot.com/-0lrtX6onw_g/U78ABnuooHI/AAAAAAAACc0/XjhCr1cSO68/s1600/tcport2012-4+copy.jpg" width="320" /></a></div>
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<a href="http://4.bp.blogspot.com/-qtuQkhSENqM/U78AB2reMZI/AAAAAAAACdE/Qld5SLM3SWY/s1600/tcport2012-5+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://4.bp.blogspot.com/-qtuQkhSENqM/U78AB2reMZI/AAAAAAAACdE/Qld5SLM3SWY/s1600/tcport2012-5+copy.jpg" width="320" /></a></div>
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<a href="http://1.bp.blogspot.com/-eG6g4Bs8aM0/U78ACLZfjbI/AAAAAAAACc8/c5daUGSO4WY/s1600/tcport2012-6+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://1.bp.blogspot.com/-eG6g4Bs8aM0/U78ACLZfjbI/AAAAAAAACc8/c5daUGSO4WY/s1600/tcport2012-6+copy.jpg" width="320" /></a></div>
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-cSBoRS4e8to/U78ACpBx8QI/AAAAAAAACdI/TMABiw5_IV4/s1600/tcport2012-7+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://3.bp.blogspot.com/-cSBoRS4e8to/U78ACpBx8QI/AAAAAAAACdI/TMABiw5_IV4/s1600/tcport2012-7+copy.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Variation 1 - pristine library</td></tr>
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<a href="http://1.bp.blogspot.com/-Vh1VzFEtCUU/U78ADJsgvII/AAAAAAAACdQ/D5qpZzszmHo/s1600/tcport2012-8+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://1.bp.blogspot.com/-Vh1VzFEtCUU/U78ADJsgvII/AAAAAAAACdQ/D5qpZzszmHo/s1600/tcport2012-8+copy.jpg" width="320" /></a></div>
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<a href="http://1.bp.blogspot.com/-ym8xP6tF27w/U78ADo8p1-I/AAAAAAAACdY/8rU8IN1vwys/s1600/tcport2012-9+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://1.bp.blogspot.com/-ym8xP6tF27w/U78ADo8p1-I/AAAAAAAACdY/8rU8IN1vwys/s1600/tcport2012-9+copy.jpg" width="320" /></a></div>
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<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-J0h-3JyKVEo/U77_9a8FLMI/AAAAAAAACbo/d7Ru9AsaNK8/s1600/tcport2012-10+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://1.bp.blogspot.com/-J0h-3JyKVEo/U77_9a8FLMI/AAAAAAAACbo/d7Ru9AsaNK8/s1600/tcport2012-10+copy.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">These story telling elements are random</td></tr>
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-otTLu5H314M/U77_9RiG5aI/AAAAAAAACbw/1lbBjUYxaBM/s1600/tcport2012-11+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://3.bp.blogspot.com/-otTLu5H314M/U77_9RiG5aI/AAAAAAAACbw/1lbBjUYxaBM/s1600/tcport2012-11+copy.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Variation 1 - Pristine library</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Variation 2 - haunted library</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Variation 2 - destroyed library in alternative world</td></tr>
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<a href="http://4.bp.blogspot.com/-0Sag5nmpyOg/U77_-5OIexI/AAAAAAAACcA/LOmRFgI8MRo/s1600/tcport2012-14+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://4.bp.blogspot.com/-0Sag5nmpyOg/U77_-5OIexI/AAAAAAAACcA/LOmRFgI8MRo/s1600/tcport2012-14+copy.jpg" width="320" /></a></div>
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<br />Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-69218202009046512912013-02-07T15:53:00.000-06:002013-02-07T15:54:44.952-06:00FirewalkerIts done! It is currently sitting at 17800 tris with a set of 2048x2048 maps. check it out!<br />
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<a href="http://3.bp.blogspot.com/-kUXaoRtbr2Y/URQiAxk-VNI/AAAAAAAACF8/A5icFmNEm9c/s1600/finalrender001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="478" src="http://3.bp.blogspot.com/-kUXaoRtbr2Y/URQiAxk-VNI/AAAAAAAACF8/A5icFmNEm9c/s640/finalrender001.jpg" width="640" /></a><a href="http://2.bp.blogspot.com/-NfvmtHmp9lM/URQiAsbesII/AAAAAAAACF4/Bw9mqdihIlA/s1600/finalrender002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="480" src="http://2.bp.blogspot.com/-NfvmtHmp9lM/URQiAsbesII/AAAAAAAACF4/Bw9mqdihIlA/s640/finalrender002.jpg" width="640" /></a></div>
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<br />Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-62835944493328990192012-06-13T19:26:00.003-05:002013-01-18T01:09:30.117-06:00[WIP] FirewalkerHi guys! I just finished the high poly version of Firewalker, concepted by <a href="http://karanak.livejournal.com/">Kar</a>. Check it out!<br />
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<br />Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-62297122827439686672010-12-15T20:38:00.001-06:002012-06-13T17:22:04.715-05:00[update] Speed Personal Project - Abandoned City<span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">I really liked my last project, so I spent another day to polish up some more. The streets are now more busy, and I redid some area's lighting to make it look more dramatic. Check it out!</span><br />
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<span style="background-color: white; color: #333333; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 15px; line-height: 20px; text-align: left;">Total Time Spent: 10 days</span>
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<span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">Here are some higher res images:</span><br />
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</span>Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-39864038282857478462010-12-09T02:25:00.009-06:002010-12-15T20:47:23.572-06:00Speed Personal Project - Abandoned City<div class="separator" style="clear: both; text-align: center;"></div><div style="text-align: center;"><br />
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</div><div class="separator" style="clear: both; text-align: left;">Engine: Unreal Tournament 3 with Gears of War Assets</div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: left;">Time Spent: 9 days</div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: left;">Story background:</div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: left;">The year is 2030. The world has been taken over by infected mutants.The mutants are smart, they hide in the sewer system and come out only when they are hungry for flesh. Three years have gone by and a great number of cities are abandoned, including City 17. Every so often the military will send out squads to these abandoned cities to collect resources. On January 13th during a resource collecting mission, Alpha team was ambushed by mutants. The player's mission is to rescue Alpha team. However, during the flight to City 17, an unknown creature attacked the player’s aircraft. The player crash landed into a factory somewhere inside City 17. The player makes his way to a certain theater where Alpha team send out their last signal. The player discovers that it was too late and Alpha team has already been perished. The base sends out another aircraft to extract the player, but the player must reach the top of a highway for any hopes of</div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: left;">extraction.</div><br />
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</div><div class="separator" style="clear: both; text-align: center;"></div>Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-33749604798638305562010-11-10T17:17:00.001-06:002015-11-13T03:08:15.342-06:00Singularity - The WastelandThis is the second area I worked on in Singularity.<br />
The first area is the makeshift morgue hallway, since that this area is humid, flooded by E99 waste, and has a lot of corpse, we thought that this area will be great to be set dressed as a small phase tick nest. I am responsible the level construction and some lighting. Layout, modeling, and texturing are made by my fellow teammates.<br />
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Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-53968744007481291832010-11-09T23:53:00.003-06:002015-11-13T03:09:01.031-06:00Singularity - The Village<span class="Apple-style-span" style="font-family: "arial" , "helvetica" , sans-serif;">Ahh, new project! This is my first time working in a FPS title. I found this project very interesting to work on because I always love the "game realistic" style - dirty,shiny, and lots of nasty stuff.</span><br />
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<span class="Apple-style-span" style="font-family: "arial" , "helvetica" , sans-serif;">During the development time, there were many version of level ideas, they were blocked out, constructed, polished, but then we find that they didn't really fit with the game story, or didn't offer enough of entertaining gameplay, so in the end they were all tossed out of the window. The screenshot below, are the final version we came up with (and shipped with). </span><br />
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<span class="Apple-style-span" style="font-family: "arial" , "helvetica" , sans-serif;">First, I was put onto "the village team". The village is the first level the game, Where the player crash landed onto the island Katorga-12 and begin his journey to stop the singularity. I was honored to be given the task to work on the first area of the game. I was really excited, I mean, how often do you ge</span><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">t the chance to make the first environment that the player ever going to see in a game? As the player wake up from the crash, they will see this crashing side on an abandoned harbor, covered in beautiful fire effects done by Tim Elek.</span><br />
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<span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">I am responsible the level construction and some lighting. Layout, modeling, and texturing are made by my fellow teammates.</span><br />
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<tr><td class="tr-caption" style="text-align: center;"><span class="Apple-style-span" style="font-family: "arial" , "helvetica" , sans-serif;">Crash Landed.</span></td></tr>
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<span class="Apple-style-span" style="font-family: "arial" , "helvetica" , sans-serif;">As the player progress, they enter the building area, only to find themselves surrounded by E99 infected mutants. I started constructing this level by recycling an old building we no longer use in the game. It was originally clean and empty, so I added destructions and grungy decals to give it an abandon look. Once the setdressing was completed, I passed the level to Shane Daley to finish the lighting.</span><br />
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After Escaping the building filled with mutants, the player and his partner has to get to the radio tower to send out an distress signal. This area is a big challenge, since that the designers would like to have a big open view to make sure the goal is very clear, we had a very difficult time to keep a smooth frame rate. But with the help from Todd Foster we were able to optimize the level down by:</div>
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<li>turn the far away models into vista models and matte painting</li>
<li>constructed buildings and objects to strategically block off far away objects for distance culling.</li>
<li>makes some shader cheaper</li>
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Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-55342394607425662192010-11-09T23:06:00.003-06:002010-11-14T14:36:11.903-06:00X-men Origins Wolverine Work - Weapon X Lab<span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">Hello again! Here are my work for the Weapon X Lab in X-men Origins: Wolverine game.</span><br />
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/_WPkQqbDvAhc/TNolkMH7RQI/AAAAAAAAB4o/OAl1W87u5VI/s1600/009.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;"><img border="0" height="180" src="http://4.bp.blogspot.com/_WPkQqbDvAhc/TNolkMH7RQI/AAAAAAAAB4o/OAl1W87u5VI/s320/009.jpg" width="320" /></span></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">This is where Wolverine got his shiny claws!</span></td></tr>
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<div><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">Compare to the Sentinel Lab, this level is more realistic and gory looking instead of the clean and Sci-Fi Look. Using the existed models and textures, I constructed many rooms in this level. With a basic light rig made by the talented guys at Raven, I also lit most of the rooms I constructed as well. During the production of this level, I was mentored by some FANTASTIC artist at Raven - Derrick Hammond, Justin Dinges, Gustavo Rasche and more. Thanks to them, I felt like I was able to take my artwork to the next level compare to the Sentinel Lab.</span></div><div><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;"><br />
</span></div><div><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">Here are some shots from the level</span><br />
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</span></div>Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0tag:blogger.com,1999:blog-81126501357275802.post-52024668340408025392010-11-09T22:46:00.000-06:002010-11-09T22:46:16.211-06:00X-men Origins Wolverine Work - Sentinel Lab<span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">Here are some work I did for the X-Men Origins: Wolverine game. </span><br />
<span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">This is the first task I ever received since I got hired at Raven. My job was to use the existed textures and models to construct a enormous factory, where the giant mutant killing machine - The Sentinel is being constructed. It was a fantastic experience to work with so much talented industry people for the first time ever in my life.</span><br />
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<tr><td class="tr-caption" style="text-align: center;"><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">The Sentinel Lab. Player have to jump between moving platforms<br />
to get to the middle control hub to open the giant gate to the next<br />
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<div>After a month of production, we ran into a serious performance issues with this level. The problem came from an insane amount of draw counts and poly. Since the level is so open, we cannot cull out the far away objects because the disappearing emissive lights on the props are very noticeable to the player's eyes. In the end, we came up with a lot of solution to make this level run-able:</div><div><ul><ul><li>Combined multiple wall tiles into one single object to save up a significant amount of draw count.</li>
<li>Added heavy fog to this level, allowing us to cull out far away objects.</li>
<li>Turned props outside of player's path into vista objects with low emissive "fake lighting" maps to save space in poly and light maps.</li>
<li>Re-did lighting, it is now a lot darker; therefore, allowing us to hide a lot of objects and turn them into low poly version.</li>
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<tr><td class="tr-caption" style="text-align: center;">So big... So open...</td></tr>
</tbody></table></div><div>Here are some shots from the level.</div><div><br />
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</div></div>Taihttp://www.blogger.com/profile/09710817011962312613noreply@blogger.com0