Flyware

Programs: 3DS Max 2011, Photoshop, Unity

I modeled, UV mapped, and textured everything in the environment. This allowed me to:

  • Re-use buildings in other levels allowing more time for placement and testing
  • Swap out and recolour textures to add a wider variety
  • Add more types of buildings/objects in later levels to keep the player interested

To lead the player along I used:

  • Coloured Zones
  • Large Landmark Buildings
  • Large wires leading to/through tunnels, collectables, and landmarks

Level 1 - "Activation"

Activation has a low density of buildings and wide open trenches allow new players to quickly jump into the world and experience Flyware with low risks.

Skill Level: Easy

Level 2 - "Neon Nights"

Neon Nights is a city of islands, focusing less on weaving in and out of clusters of buildings and more on travelling between the islands and trenches.

Skill Level: Medium

Level 3 - "Metropolis"

Metropolis contains a high density of buildings for experienced players to weave in and out of. Multiple tunnels are hidden in the world for player's to find and explore.

Skill Level: Hard

Level 4 - "Escher Core"

Escher Core combines levels 1-3 where the world is in a cube and a city is put on and mirrored on each side of the cube. Features 200% speed so the player can quickly travel to and from each city.

Skill Level: Intense



Flyware on Vancouver Film School

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Ruins - Deathmatch

Game Engine: Unreal Development Kit (May 2010)

Player Size: 2-4

Map Size: Small

Gameplay: Fast

  • Symmetrical, 3 Story Level
  • Rocket Launcher/Shock Rifle on wide open central platforms in opposite rooms
  • Hallways contain health or link guns
  • Elevator on the first floor allows the player to quickly gain access to second and third floors

Ruins - Deathmatch - Layout





Neon Nights Layout


Metropolis Layout