Kartago was my senior project from College For Creative Studies (CCS). Challenging myself, I decided to create a larger environment that was set outside. Rio in South America was my reference and the focus of my research as the inspiration of Kartago's design. With a large central hub of skyscrapers surrounded by slums and poverty. Early on in my design process of the environment, I knew I wanted to create sections within Kartago to give the player new places to go and feel like each section has its own story to tell. The sections eventually became the; nightclub alley, marketplace, shanties under the railway, and slum hill. Once I had my sections down, I created an ever evolving prop and asset list keeping in mind what was going to go in each section of Kartago. The basic slum buildings on and around the hill were all created mainly using three building models. Using a variety of textures, orienting the model differently, putting different types of doors, windows, and awnings on the buildings, I was able to create unique slum homes through modular creation. Even the bar buildings are all the same models. I had just modeled it so if you turned the building around, I would get a different store front design to work with. Reusing models throughout Kartago while having other props and assets to make them each unique was the key to my success in working on this environment independently.
If you have UDK and would like to explore around Kartago for yourself, click the link below.
Within the Space Mall Project I was tasked with creating modular assets that would be able to create each individual store “shell" and structural interior. Just using the assets depicted above, the other members of my team were able to customize the structure of their store within the mall and fill it with their props. Modular creation for the Space Mall was the key to keeping the whole mall unified while allowing each store to have it’s own unique structure.
Frigid was a class created video game in collaboration with University of Michigan Dearborn Programmers. Frigid is a survival horror game set in an arctic research facility. My job on this project was to design and create the complete Level 2 structure. Through collaborating with the rest of the design team to determine what rooms were needed and monster encounter locations, I was able to create a full layout in Photoshop to use as a blueprint for modeling Level 2 in Maya. Level 2 was a two floor layout which contained living quarters, mess hall, recreational room, communication/radio room, bathrooms/showers, medical hall, laboratory, office cubicals, meeting rooms, and control center. Within Maya I created the complete structure including the walls, floors, ceiling, staircases and rooms for the prop team to fill up for each of their corresponding rooms.