• The image below is a close shot of the power node and the mainframe computer. The player interacts with the computer in order to plant the virus and destroy the power node.
  • This is a 3D overview of the whole entire level.
  • While working within this engine I wanted to use one of its more powerful features, dynamic lighting. I found lighting within this engine to be quite a powerful tool to evoke different emotions.
  • This screenshot is of the security room that the player enters right after the ventilation room. The red glow is from the alarms going off because of the player's presence. The alarm system could be disabled by the player and could then lower the enemy aggression.
  • I decided to go with a technological feel for the look of the level. With a lighting scheme of bright oranges and light blues, I found that these lighting schemes in the real world emanate the emotions of purity and innocence. I wanted to create a chaotic environment within this mood.
  • The security station's access door lead’s to a corridor where Strogg security measures end up surprising the player. As the player moves through the door ahead, they will run into an auto-turret that is covering the area.
  • The image below is the ventilation are that I created to break up the style of areas within the level. Box shaped rooms can get repetitive and I decided a round room would break up the game flow as well as hold an interesting visual point.
  • The image below is a maintenance room / storage room. This room transitioned the areas between the capacitor room and the turbine room.
  • The area below was the small security station that restricts access to the Power Node room. This room contained pickups. The player could recharge and re-equip here right before the boss battle.
  • The screenshot below shows how I created a "loft" overlooking the boss area. The green lines represent a set of entities that are linked to a trigger which disables the lights and destroys the power node at the end of the level.
  • This is another angle of the boss room. You can see the transparent section on the left is actually a small elevator shaft. Underneath this floor was the radioactive waste that the power node would create. This created small plumes of radioactive smog through the floor vents.
  • Another shot of the boss room with one of the bosses charging the player. Everything within this room is created with BSP geometry. One of the challenges creating the Power Node was to create believable shapes and forms with BSP patches.
  • A different angle of the power node room.
  • The placement of the pillars enhanced the strategy needed to defeat the mini-bosses. If the room were left wide open, cover would have been scarce. By placing pillars in a specific layout, breaking up the flow within the room enriched the experience of the final battle.
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