The Chicago Fraternaty and the Destroyed Chicago Fraternaty was my first task when joining Grin. Set in the past in a fully functional Fraternity while playing as Cross. As well as the present day Fraternity after Wesley destroys it as seen in the movie. Since these are iconic secions of the movie, most of it was designed through photo referance from the movie and various blueprints available. I was tasked to do the initial grey boxing of the level so that the art team could get referance for scale and composition for creating the art assets, as well as the gameplay script done in Grins in house Deisel engine.

Once the art assets were done, it was my task to completly replace all the grey box with the art assets and completly dress the levels, as well as polish gameplay right up until the end of development.

I was also involved in placing all the sounds for the levels, optimization, as well as adding in game VO and localization subtitles for all levels

On the right you can see some scenes from the chicago fraternaty levels

 
     

Since the Engine for Wanted was relatively new, and it was our first project using it in the Barcelona office, optimizing the levels were a huge pitfall. After my initial passes to get the levels to run on the PS3 and XBox 360, it was decided that more than a level designer was needed for the task. So a dedicated optimization team wes made to tackle the problems.

Adding the sounds and VO was a simple task of creating the soundscripts in an .xml file, then in game placing area volumes in editor pointing to what script it should play. VO was just played via triggers in the level

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I was also tasked with the design of the Mont St Millar cathedral. An enormus and open cathedral leading to the final boss. Design and flow on this level was initially difficult as it was essentially an open floor, but once the desision was made to make it look like it was under renovation it was a lot easier to block off sections into smaller passageways to guild the player and enemies. It also added the option to have enemies on different height elevations to keep things more varied

Optimization on this level was mostly done by optimizing the art assets. Since it is a huge open environment, occluders and portals were of little use here.

 
 

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