10.29.2011

Level Design in UDK: Work in Progress 3 - Use Flashlight, Ambient Sounds, Pick Up and Place Objects

This is a more complete build from the previous video.  The entire main puzzle of this part of the level is completely assembled and functional using Kismet.




10.25.2011

Level Design in UDK: Work in Progress 2 - Toggable Lights and Damage Areas, Spawning Explosions and Rigid Bodies, Elevator, Using a Flashlight and Ladders

This work in progress video shows the player attempting to use a door which malfunctions.  The explosion cuts out the electricity and creates an electrical damage area.

The player takes an elevator down a level and finds a flashlight.  The elevator controls are damages on this level as well.

Another doorway leads to a ladder.  At the bottom of the latter, the player will eventually be able to fix the electrical problem and get back on track.



10.18.2011

Level Design in UDK: Early development of start of level

The start of the level is blocked out and some of the Kismet is put together.  There is still some lighting and texture to do, as well as polish the main puzzle in the area.

The player is in a bunker and there is a cave in.  The player must find a way out by putting out a fire.

The main goals of this area are:
  • to trigger the spawning of dynamic rigid bodies and emitters
  • destroy all spawned objects when leaving the area
  • dynamically destroy a kill zone (around fire)
  • go through different post processing volumes