Blastmaster


Blastmaster was a team game that lasted 8 weeks at the Guildhall.  The assignment was only to bring the game to Alpha quality.  The main goals of the assignment were to learn how to work on a medium sized team, how to use version control with UDK, and understand how the pipeline works for a 3D game.  The team was compromised of 2 Artists, 2 Programmers, 2 Level Designers, and 1 Producer.

Blastmaster is a first person shooter set on a futuristic oil rig platform, where the player fights off environmental terrorists, using a beam sword which can defect bullets, Newtron Cannon which fires a powerful Newtonian force at enemies causing them to ragdoll and fly backwards, and a Gauntlet which had two modes: a grapple beam a laser.

My role in Blastmaster was designing the overall encounters of the level, building/meshing out the level, scripting the major encounters, and help build art assets.

The experience of working on this game taught me a valuable lesson on how a Level Designer must not only work closely with Artists and Programmers, but be able to wear multiple hats for the team.

Main Platform.  The player starts at the top of the platform and works their way down to the bottom.  Upon reaching the bottom a boss fight starts with the player fighting a boss on a jet pack and circles the rig.  The player must repel the bosses attacks using the energy sword.

Top View.  In this view the second platform can be seen.

Second Platform: At the bottom lies a grapple point for the player to grapple to the other side to complete an objective.  A major design goal was making sure the numerous abilities the player had all felt useful.

Door I modeled in 3DS studio max.  I then had to import the model and apply materials through a shader to create the cell shaded feel of the game.

This is a crate I designed for Blastmaster.  The art lead gave me a specific color palate and design goals for the crate that I had to adhere to.  The crate needed to be a futuristic looking crate, with an emissive channel, and the design needed to fit the cell shaded look and style that was laid out in the Art Style Guide.