I have been working on Foamzilla as well though. The elevator music is in! As well just trying to tune the level experience is a tremendous challenge. Fleshing out a level with the kind of detail those master unreal mappers do is true talent. I'm certainly learning it quickly, but it just breaks down to a lot of time. Their use of what I like to call "teaser space". That is, places where the level extends to but the character can never go, it's simply there to give the illusion of depth. Anyway, their use of that teaser space is inspiring. And I have newfound respect for all the little imperfections in the level that make it look so realistic. I will be using as much of the tricks and tips I've learned on the Foamzilla level, but it's simply a matter of time. I can't do it all, and gameplay is my primary concern. (As much as I would like to hone my level design skills.)
I'm off to wrap presents. I likely won't be posting a blog for tomorrow. Johan is off visiting his family in Washington state and I want to wish him a merry Christmas! And to you all as well, or happy holidays for whatever you celebrate. And I'll leave you with a couple of screen shots.

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