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Making of CTF-LostTomb (UT4) with commentary

  • 2d-chris
  • June 3, 2016 at 5:23 AM
  • 2d-chris
    • June 3, 2016 at 5:23 AM
    • #1

    Sup guys, I've been working on a new level for an experimental game mode in the Unreal Tournament alpha, only this time I decided to record myself working on it, I've produced a commentary style video of it's development, every session was fully captured, so you can make fun of all my mistakes ;) It's sped up 5x, because in the end it was about 30 hours of work, I feel that speed works quite well so you can somewhat understand what is going on with the addition of commentary. So far I've added commentary for 5 parts, I'll crack on with the other parts very soon and link them in this post.

    I've only seen a few level designers doing something like this, @Castle produced some cool time-lapse style videos, I've seen plenty of artists producing similar videos, but rarely something focused on design, so this is a bit of new territory, at least for me. Hope this is useful for aspiring level designers out there!

    Part 1

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    Part 2

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    Part 3

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    Part 4

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    Part 5

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    Any comments on the format, or questions I'll be more than happy to answer. Sharing is caring!

    -Chris

  • FrieChamp
    • June 3, 2016 at 9:01 AM
    • #2

    Baller move right there, Chris! Great stuff!

  • El_Exodus
    • June 3, 2016 at 1:15 PM
    • #3

    Just couldn't stop watching this earlier, although i have tons to do :D More!

    Edit: One thing though: Turn the music volume down a bit in the next episodes. It's at times distracting from your voice.

  • 2d-chris
    • June 3, 2016 at 6:39 PM
    • #4
    Quote from El_Exodus

    5 hours ago, El_Exodus said: Just couldn't stop watching this earlier, although i have tons to do :D More!

    Edit: One thing though: Turn the music volume down a bit in the next episodes. It's at times distracting from your voice.

    Yep thanks, that's exactly what I need to know.

  • 2d-chris
    • June 4, 2016 at 8:24 AM
    • #5
    Quote from ChA1NsAw

    42 minutes ago, ChA1NsAw said: Very pleasing to watch and listen to. The deep voice lost tomb in the beginning was pretty cringe to me though.

    lmao, why so serious?

  • 2d-chris
    • June 4, 2016 at 7:04 PM
    • #6

    Part 2 is up

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  • WD
    • June 4, 2016 at 9:00 PM
    • #7

    The map is looking amazing so far.

    So the theme of this map will have the ut2004 Egypt Tech? Boy did I love that theme of whole of UT2004, I basically did anything but maps with that theme I just loved using the golds, blues and greens the textures and the light props & trims it offered. It seemed whatever you did with those just looked awesome. Can't wait to see what this turns out in the end.

  • 2d-chris
    • June 4, 2016 at 11:01 PM
    • #8
    Quote from WD

    1 hour ago, WD said: The map is looking amazing so far.

    So the theme of this map will have the ut2004 Egypt Tech? Boy did I love that theme of whole of UT2004, I basically did anything but maps with that theme I just loved using the golds, blues and greens the textures and the light props & trims it offered. It seemed whatever you did with those just looked awesome. Can't wait to see what this turns out in the end.

    Hey, thanks! Possibly Egyptian, but perhaps Mayan or even a mixture of that kind of style, I too love the combination of old with new, Temple of Anubis in Overwatch was a big recent inspiration for this, it's certainly not the first to do the mixture of old and new, but it does do it really well. At the end of the day, the artists will have a big stamp on the final direction and theme, but I've learned that if it's built in a way that really excites people it might very well end up somewhere along the lines that I pictured in my mind.

  • 2d-chris
    • June 5, 2016 at 8:55 AM
    • #9

    added part 3

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  • blackdog
    • June 5, 2016 at 2:22 PM
    • #10

    Thanks Chris for taking the time. Watched the first video and is very interesting to get your insight and not just the action.

    I notice your UI of the editor is very crisp, is your monitor more than 1080p, or there's some setting to set in the configuration? Cos mine on a 1080p screen is less readable… dunno if it makes sense.

  • tomm
    • June 5, 2016 at 2:29 PM
    • #11

    Loving these vids. I suppose you won't be covering the "Art" phase so I was curious how much work it is to replace all the brushwork with meshes, how many of the pieces do you roughly need, how do you decide what meshes you'll need etc. I guess a lot of it is just communication with an artist, but still I'd be happy for any tips.

  • 2d-chris
    • June 5, 2016 at 7:30 PM
    • #12
    Quote from blackdog

    5 hours ago, blackdog said: Thanks Chris for taking the time. Watched the first video and is very interesting to get your insight and not just the action.

    I notice your UI of the editor is very crisp, is your monitor more than 1080p, or there's some setting to set in the configuration? Cos mine on a 1080p screen is less readable… dunno if it makes sense.

    pretty sure i added a little post sharpening in adobe premier ;P my monitors are 16:10 at 24" though, but that should make no difference

    Quote from tomm

    4 hours ago, tomm said: Loving these vids. I suppose you won't be covering the "Art" phase so I was curious how much work it is to replace all the brushwork with meshes, how many of the pieces do you roughly need, how do you decide what meshes you'll need etc. I guess a lot of it is just communication with an artist, but still I'd be happy for any tips.

    we don't have an asset set that would match this environment yet, and a level this big, lets just say it would be hundreds of hours of work, certainly possible but would be insanely long, when we art this up I will consider something though. Part 6 will actually be a summery of all the changes I made after play testing and most importantly why we were trying them.

  • Czoolz
    • June 6, 2016 at 8:06 PM
    • #13

    Good stuff, thank you for sharing!

  • 2d-chris
    • June 8, 2016 at 5:19 PM
    • #14

    Part 4 is ready,

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  • Guest
    • June 8, 2016 at 7:40 PM
    • #15

    Thank you for this! I have been trying to build some stuff based on some of the more basic tutorials out there I gave up and went back to good ol' source engine. I think this is exactly what I needed to get back into learning the UE4 workflow. Love DM-Biotower btw, tons of hilarious moments on that map.

  • FMPONE
    • June 9, 2016 at 9:11 PM
    • #16

    Just want to say I've finally had the opportunity to sit down for a few hours and watch this, and I'm blown away. Will definitely come in handy as an instructional guide for so many people.

  • 2d-chris
    • June 19, 2016 at 7:22 PM
    • #17

    Part 5 is now done, I'll be waiting as bit for part 6, will show the changes I did after testing with humans!

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  • 'RZL
    • July 4, 2016 at 3:35 PM
    • #18
    Quote from 2d-chris

    On 6/19/2016 at 8:22 PM, 2d-chris said: Part 5 is now done, I'll be waiting as bit for part 6, will show the changes I did after testing with humans!

    When can we expect the 6th part? I'm really looking forward to it

  • 2d-chris
    • July 4, 2016 at 6:52 PM
    • #19

    I'm super busy with fortnite recently, and I'm about to go away for 3 weeks on holiday, I'll make it once the mode has matured and I've got time to make changes (the mode is still being worked on heavily :P)

  • huitmottes
    • July 5, 2016 at 4:04 PM
    • #20

    I've been catching up with your videos today and they're really useful. Thanks for doing these!

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