Archive for the Level Design Category

Meet Gibson

Posted in Level Design, Production, Programming on March 16, 2011 by Martin Haythornthwaite

This is the latest video of our game, it shows significant development  to the level. It also shows our  first attempt of the AI computer’s voice, a character by the name of Gibson.

Gibson will be used to driving the story of the game at times and it is very important that the player can hear and understand what Gibson is saying. For this reason both me and Sam have decided that this first attempt at his voice is not right.  We were using a text to speak program, but now have asked a friend to do the voice. We feel that it will also improve they relationship we want the player to have with Gibson as more emotion can be added by a voice actor reading the script that both me and Sam have written.

Advertisements

Adding power to the Level

Posted in 3D Design, Level Design, Production with tags , , , , , , , , , , , on January 30, 2011 by Martin Haythornthwaite

This is the latest video of our game. It shows the player finding a battery and adding it to a power unit, so they can open a door and move to the next room. It has all been done using Kismet. The Video also shows a lot of other meshes that we have both been working on. Most are finished, but some still need amending.

AI Computer Part 2

Posted in Level Design, Production with tags , , , , , , on December 1, 2010 by Martin Haythornthwaite

Today I imported the mesh of the AI computer into the Unreal engine, only to find out that it seems imposable to animate an InterpActor that all ready has animation applied to it using Matinee. I want a hatch on the front of the computer to open so the player can place items inside.

After numerous hours trying different setups in Kismet, I found my self very stuck. It was time for a break, Switching off my computer and starting to make some very tasty wedges for my dinner, I thought of creating a simple bone structure for the mesh and animate it in Maya. I then export the skeletal mesh and the animation into Unreal.

Countless hours later after creating the bone structure, weighting, animating, exporting, importing, setting up in content browser and finally Kismet I got it to work.

Please check out video of final result.

AI Computer Part 1

Posted in 2D Design, 3D Design, Level Design, Motion Graphics, Production, Programming with tags , , , , , , , , on November 15, 2010 by Martin Haythornthwaite

This video shows an InterpActor following the player around the level. In the game this will be an AI computer. I wanted to confirm that it was possible  to create this effect before I started to model the AI mesh. I animated the Actor to rotate by 90 degrees in Matinee and used four triggers to play movie.

This is the Kismet I used to create the movement of the InterpActor.

Kismet for moving InterpActor