Designing levels for Shoot Many Robots

Hey, I know I haven’t posted recently, but I’ve been working at a new company, doing level design for a game called Shoot Many Robots. So I’ll be busy for awhile working hard on that so don’t expect any posts anytime soon as I’m working super hard over there :)

Here’s the link to the game if anyone’s interested: http://shootmanyrobots.com/. There is a teaser trailer for the game out so far (no gameplay footage released yet), but there is a good picture of me down at the bottom of the page. (Posted here as well). I’m the one in the 2nd row from the bottom, 2nd from the right (next to the girl with super long blond+blue hair).

Shoot Many Robots crew

Shoot Many Robots crew

Guest post for B.U.G.

I know this isn’t strictly related to level design, but I wanted to do an update about a guest blog post I did covering the August 31st meeting of the Boston Unity Group, which was held at MIT NERD.

The guest post can be found at B.U.G. coordinator Alex’s blog at: gtproductions.net, so go and check it out!

(Oh, and also check it out if you’re interested about future Unity 3D meetup groups in Boston (B.U.G) in the future, we meet every other month.

Lua Tutorials

So, I haven’t gotten too far with scripting in Lua yet (been doing a bunch of interviewing), but I’ve started getting down the basics.

This tutorial: http://lua.gts-stolberg.de/en/Programmieren.php Isn’t bad although it was translated from German to English so some things are awkwardly stated. However, if you are completely new to programming, it teaches you some of the basic concepts at the start: variables, strings, loops, etc before it goes on to the technicalities of Lua. I read through it to brush up on my basic programming concepts as I took my last basic programming course 3 years ago.

I am definitely going to be checking out this book that is available for free online: Programming in Lua (first edition) as a friend of mine recommended. I’ll let you know more about my opinions on it when I start browsing through it.

In the meantime, I’m planning on starting on designing a new Unreal 3 level and also trying to incorporate more Kismet scripting elements into the scene this time.

Scripting – Learning Lua?

So, to make a long story short, I recently had two level design job offers presented to me. After a long and arduous decision, I choose company #2 and told company #1 I appreciated their offer, but I was going with company #2. (I also gave my 2 weeks notice at my current job and had already left). Unfortunately, a couple of days before I was supposed to start work at company #2, they rescinded my job offer as the higher-ups ‘restructured’ the company and my position wasn’t there anymore. This really sucked because company #1 had already offered the initial position to another person after I said I was going with #2. Ultimately, I am now unemployed :( but that does give me more time to work on my own level designs and now I am able to sleep at night instead of the day (I guess I should re-name this blog, hehe).

Therefore, I have tasked myself with teaching myself the scripting language Lua as well as working with Kismet in Unreal’s editor more. I will post any useful tutorials I find for beginner Lua scripters in the future :P

Sneak Peak at the Titan Quest Level

So, I’ve been pretty busy the past few weeks doing other stuff in my life, so I haven’t had time to finish up my Titan Quest level. I do have a top-down view of the design however to show what I accomplished in only a week’s time:

Titan Quest Level: Top-down View

Titan Quest Level: Top-down View

Of course, this doesn’t show the cave area nor the interior of the religious building at the top of the hill, but I will post pictures soon. What I would like to do next is now take this design to the next level and incorporate mobs and different monsters and NPC’s into the area. It will surely take a bit longer than fleshing out the look of the level, but I figure I’ll give it a shot! I also am looking to maybe tweak the exterior texturing work a bit and maybe vary up the grass texture to make different contrasting areas of terrain texture work.

In the meantime, here are some other shots of the level in it’s current status:

Titan Quest Level: Side View

Titan Quest Level: Side View

Titan Quest Level: Interior Top-Down View

Titan Quest Level: Interior Top-Down View

Titan Quest Level: Cave Top-Down View

Titan Quest Level: Cave Top-Down View

Titan Quest Level: Bridge 1

Titan Quest Level: Bridge 1

Titan Quest Level: Palace

Titan Quest Level: Palace

Titan Quest Level: Cave

Titan Quest Level: Bridge 2

Titan Quest Level: Bridge 2

Titan Quest Level: Town

Titan Quest Level: Town

Titan Quest Level: Bridge 2

Titan Quest Level: Bridge 2

Titan Quest Level: Top View of the Town

Titan Quest Level: Top View of the Town

Titan Quest Level: Palace

Titan Quest Level: Palace

Trying Out Different Editors (short)

After having finished my Unreal level, I’ve been working on trying different editors. I’m currently working on learning the Titan Quest editor for a change of pace as it is not an FPS style format, but a 3rd person, fixed camera. I will post screenshots when it is completed in addition to map files.

Official Release of UT3 CTF Map Dehnaria v1.0

So, after hard work and long hours, I have finally finished a published version of my map, which I have decided is going to be called Dehnaria. It was interesting constraining myself to design a unique and fun space with the assets that Unreal 3 includes as presets rather than creating all the static meshes from scratch. So far, playtesting has gone well and I definitely enjoy playing it myself, especially with Titan and
Big Head mode on (outtakes later, I promise). Dehnaria has come a long way from its original design, but design is always a constantly evolving process.

As this is version 1.0, I plan on continuing to improve, tweak, and add new features. Also, I’m working on importing the map into the UDK as it has better ambient occlusion and global illumination options for lighting. I’m also working on adding some more dynamic elements to the level as well as more effects.

CTF-Dehnaria Screenshot 1

CTF-Dehnaria Screenshot 1

CTF-Dehnaria Screenshot 2

CTF-Dehnaria Screenshot 2

Map Files

The official published map files for version 1.0 of CTF-Dehnaria can be found here:
CTF-Dehnaria UT3 Map
There is a readme.txt included that gives instruction about how to play it. You do need a working copy of Unreal 3 in order to play it.

Video Footage

For those of you that do not have a copy of Unreal 3, a fly-through video of the map can be seen here. (Make sure to click on HD!)

As always, comments and critiques are welcome.

Decorations and Lighting Complete

Last week I had said that I was about 80% done with my level. Now I know that most people say they are “80% done” and then it actually ends up taking a great deal longer, but I honestly feel I am in the final stretch. At least for the decorating and lighting.

So, in this post I’ve attached the pictures of the level in it’s almost complete form! I have completed decorating, adding textures, and lighting all the rooms. All I have left to do is make this map into a playable CTF map including flags, etc. Soon, I plan on posting a video walkthrough of the level as well, but for now, here’s some screenshots. Now, since you’ve already seen the bottom half of the rooms, I am only going to show the ones that haven’t been seen yet. (Although the video will encompass all rooms).

Room I

Room I

Room I


Room I

Room I

Room H

Room H

Room H


Room H

Room H


Room H

Room H


Room H

Room H


Room H

Room H

Room D

Room D

Room D


Room D

Room D


Room D

Room D


Room D

Room D


Room D

Room D

Room D: Below

Room D: Below

Room D: Below


Room D: Below

Room D: Below

So, all I have left to do is the gameplay specific elements (spawns, weapons, flags, etc) to make this into a functional map. I may need to tweak the lighting level brighter (or not) depending on how it affects the gameplay.

Chopping Off Part of the Design and Reworking it

As I am pressed for time in order to complete this level, about a week ago I decided to chop off the top part (when looking from a top-down view) of my design and re-work the existing space.  Although from a top-down viewpoint it looks like a squarish map and it does not have as many different heights and levels as the previous one, reworking the spaces to compensate was an intriguing challenge. For example, I kept the walkways in the top right room (not in the blueprint picture below because it is now a deco piece). However,  in the right side of that large room I essentially split it into 2 different levels, the top level which would be the base and house the flag (as this is a CTF map) and the cave-y area below which would house some spawns and weapons.

Here’s snapshots of the original blueprints as well as the updated blueprints (static mesh decoration pieces have been hidden):

The Original Design

This is the initial blueprints when I first took my pen and paper design and mocked it out in Unreal.

Original Design

Original Design

The Updated Design

As you can see, I got rid of the top part of the original design, removing rooms E, F and G as well as the walkway from D to E. Also, I did keep the walkways in room B and D from the original design, I just converted them to static mesh objects rather than base bsp modeling (which is why it didn’t show up in the blueprint I took).  I also added some base areas that house plants and the like. In addition, I did a lot of reworking of the large room D and added another room to encompass the bottom half of the right side of it.

Updated Design

Updated Design

Back! – New Lighting Pass Screenshots

I am glad to say I am back! I’ve been busy moving, but I’m almost all unpacked, so I figured I would post the new lighting pass I’ve been working on.  I’ve tried to incorporate some more interesting lighting contrasts, including light and dark spots as well as color contrasts. I also added static meshes and lit the back room behind the red base (room A). Room A will be where some of the spawn points will be as well as the base’s weapons stockpile.

Room A (New)

Shot 1

Shot 1

Shot 2

Shot 2

And now for some comparison pictures of room B and C with their new lighting passes:

Room B

View 1

New

New

Old
Old

View 2

New

New

Old

Old

View 3

New

New

Old

Old

Room C

View 1

New

New

Old

Old

View 2

New

New

Old

Old

View 3

New

New

Old

Old

After glancing at my updated lighting, it’s clear I made several changes. I had to use different techniques to get more interesting lighting in the level. For example, in each room, I made a huge, far reaching light that was had very low strength of a certain color. This was the base color for the room. Then, I used the physical static mesh lights as bases for adding accent lights onto that. In the crystal room (room C), I sometimes had to use more than one light to illuminate a crystal static mesh so that it would look like the lighting was coming from the crystal. I also tried to add more color to the scenes. In room C, I used a dark navy blue light as the background light (shows up in the darker spots), but I used more of an aquamarine-ish color for the light actually emitted from the crystals. The room is still semi-monochromatic, but yet the varying shades of blue add variety to the scene.

In the plant room (room B), I often had to use 2 lights right next to each other for each of the wall lights. One light was very orange, had a high brightness, and had a small reach. The other light was a little less orange and had a farther reach, but was much dimmer. I was trying to create a technique using the two lights to make the light fade out like I wanted it to, yet not diminish the look of the light emerging from the static mesh light. In terms of colors, I chose a yellowish color with a slight green tint (to give more of a ‘planty’ feel) as the base color that emerges from the chandeliers. This room also had 2 other types of lights. For the wall lights, I used 2 different orange colors. For the floor spotlights, I used a light yellow color. The yellow/green, the orange, and the pale yellow gave the room some contrast in terms of the colors, but not too much contrast. I had tried using more contrasting colors, but the color choices as they are now give more of a harmonious and unified feel to the room, yet also make it interesting to look at.