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  3. Serenius

Posts by Serenius

  • Super Mario Bros: COD style

    • Serenius
    • March 18, 2011 at 5:11 AM

    So WTF? So win.

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  • Batman: Arkham City shots

    • Serenius
    • March 17, 2011 at 10:01 PM

    Obviously built on Unreal 3. Won't buy.

    Yeah right, day 1 purchase for sure.

  • Mega Meshes - a world made of 100 billion polygons

    • Serenius
    • March 17, 2011 at 7:00 PM

    Lionhead Studios? They couldn't possibly be over-promising results!

  • WIP in WIP, post your level screenshots!

    • Serenius
    • March 17, 2011 at 4:22 AM

    Another preview of my current project. This takes place a few minutes after the last video and showcases a second encounter with the Brumak, and phase 1 of the final arena.

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  • Prey

    • Serenius
    • March 16, 2011 at 5:07 PM

    Sweet. Cloverfield the game.

  • THE CUBE CHALLENGE: Rules and discussion

    • Serenius
    • March 14, 2011 at 3:31 PM

    What game is that in, KFS? Looks like the hooks of Prey with the visuals of Portal.

  • Battle: Los Angeles

    • Serenius
    • March 14, 2011 at 6:16 AM

    A big congratulations to Battle: Los Angeles to be the first movie I've ever fallen asleep to watching in a theater (and then woken up wondering when it would finally be over).

    Amazing how a big budget film gets so wrapped up in shaky cams, explosions, and more flying dust than every level of BFBC2 combined that they make it impossible to follow what's going on in every action scene (except the final one, thankfully).

  • Hawken

    • Serenius
    • March 11, 2011 at 3:04 PM

    Looks more like the city in The Fifth Element than Killzone.

  • Matt Braddy - Level Designer

    • Serenius
    • March 11, 2011 at 3:02 PM

    Last night I added in some additional details to the level description to help convey the design of the map. I'm wondering if it's too much text and should be put into a level abstract, or to leave it up.

  • Hhmoore- Level Design / Enviromental Art

    • Serenius
    • March 10, 2011 at 6:20 PM

    Your portfolio is titled "Level Designer" but your works posted and descriptions are really "Environmental Artist."

  • What are you playing now?

    • Serenius
    • March 10, 2011 at 6:16 PM

    Tourettes in forum post form.

  • Hawken

    • Serenius
    • March 10, 2011 at 6:15 PM

    Awesome environments, and a cool game premise!

    The shaky cam in the intro needs to go. Detracts from trying to soak in all the detail of those shots.

  • WIP in WIP, post your level screenshots!

    • Serenius
    • March 8, 2011 at 7:07 PM

    Another option would be to simply make the area wider, with various levels of cover, similar to your hunter arena towards the end.

  • WIP in WIP, post your level screenshots!

    • Serenius
    • March 8, 2011 at 4:13 PM
    Quote from -rt-

    Gameply test.

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    Nice looping design there. Could probably use a few slightly longer breaks in the fighting as you climb up the structure.

  • Unreal Engine 3.9

    • Serenius
    • March 8, 2011 at 3:54 PM

    Dead Space was originally going to be built on Unreal 3, but Visceral elected to go with an internal engine just prior to production because UE3 is very poorly optimized for dynamic lighting.

  • WIP in WIP, post your level screenshots!

    • Serenius
    • March 7, 2011 at 6:11 AM

    A short segment of the current level I'm working on.

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  • Question on prototyping in UE3 with streamed levels

    • Serenius
    • March 6, 2011 at 3:29 AM
    Quote from KungFuSquirrel

    hey look at all those really obvious assets placed in the street.

    Oh hell. Is it because cars are placed perpendicular to the flow of traffic?

    Got what you mean by angled roads now.

  • Question on prototyping in UE3 with streamed levels

    • Serenius
    • March 6, 2011 at 3:15 AM

    I'm not quite sure I follow what you are saying, KFS.

    Here is a shot of the starting viewpoint. The total distance to that back building behind the monument is roughly 25k UU. Most of the action takes place down at street level, where there are a few opportunities of getting to the walkway.

  • Question on prototyping in UE3 with streamed levels

    • Serenius
    • March 6, 2011 at 2:54 AM

    The BSP was the first thing built. The level is a giant outdoor urban area, with a few interior environments. Outside, it's a split-level street (cars travel through a sunken street and pedestrians can travel along an elevated sidewalk and bridges over the streets).

    The big challenge is going to be optimizing once the art pass is done. There are long sight lines down each street, spanning up to 3 city blocks (almost 7500 UU per block) that will potentially be murder on the hardware. This could be gotten around by having giant fallen buildings blocking sight lines, but that would also prevent seeing some major landmarks that will aid in navigation.

    The only thing I can see working will just be some very granular streaming control, and finding some creative ways of placing unobtrusive back gates (the easiest of which is jumping off the side of a low-height object that can't be climbed on/mantled over).

    Overall, Kismet scripting is really easy. The only challenge comes in when the AI doesn't do what it should (like not run away), which requires a lot of pathnode toggling to correct.

  • Question on prototyping in UE3 with streamed levels

    • Serenius
    • March 5, 2011 at 11:06 PM

    Thanks, man! I've been using method A so far, and am a little over halfway through adding in all the scripting. I'll start working on breaking it up into different streamed levels before proceeding further.

    This might take awhile.

    [Blocked Image: http://1.bp.blogspot.com/_33fuwcGQCEY/TUjdF61N7FI/AAAAAAAAAEs/KPjW99c_ovw/s1600/PPLayoutOverview.jpg]

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