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Overview

Quake is a first-person shooter from 1996 and, thanks to Trenchbroom, allows the creation of custom maps. Because of that, it's been part of the level design specialization journey at BUas for a few years. While I had previous experience with the development pipeline of a Quake map, I wanted to remind myself of the ways that the tools work, so I could assist year 2 students more efficiently as a teaching assistant by creating a Quake map as a self-study project.

individual

Level design

trench-broom

6 weeks

self-study

overview

my responsibilities

 
Responisibilities

level design

 
  • Created the design and white-box block-out for the whole level

  • Created modular kit block-out for MVP area

  • Helped to set-dress the MVP area

  • Added mission flow into the level using the tool provided by programmers

  • Worked with systems and narrative designers to achieve the intended gameplay experience

  • In collaboration with a programmer created level events such as breaking and flickering lights

lighting design

 
  • Gathered the audio effects that were required for the game

  • Implemented the ambient sound for the level

  • Created sound effect level events to support the spooky mood of the game

Project Showcase

project showcase

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Project Timeline

project timeline

concepting

level proposal

pre-production

production

release

Playing reference games

Researching the chosen location

Gameplay ideation sketches

Gameplay dynamics investigation

Level layout sketches

Level pillars and one-liners

Player experience 

Amosphere and location

General level flow, key locations and events

Level sketches

Gameplay sketches

Prototype block-out

Level one-pager and documentation

QA, playtesting and iterations

Iterated white-box block-out

Gameplay implementation

Narrative implementation

Modular kit block-out

Sound and light events implementation

Bug fixing

Set-dressing

Marketing

QA and playtesting

Minor iterations

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Level Design Overview

level design

Hell Gate is quite experimental Quake map with a focus on lighting and texturing. The main premise of the level was to learn and practice lighting and texturing for Quake to teach others. While working on the project on the side, my main responsibility was guiding and mentoring second-year students on their Quake maps. Therefore, the goal for the project was to remind myself how to work with Trenchbroom as well as learn the most efficient way of approaching lighting, which I could then reference while teaching other students.

Level one-pager

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Level vision

From the hot depths of hell to the mysterious gate in an earthly, evil-infested temple, the Hell Gate will take the player through different dimensions to slay the evil and purify the temple. Using the portal to hell realm, the player must clear out the rooms and eliminate the evil to restore the temple to its previous glory. 

The heavily Call of Duty: Black Ops zombies gamemode inspired map twists and bends the flow of the map, challenging the player to utilize the hell gate and travel between realms to complete the level.

Level pillars

One map, two realms

The map exists in two realms, which the player travels between to complete the objectives.

 

Two lighting and texturing scenarios

The level features two realms, which both feature a distinct visual style, utilizing geometry, architecture, lighting, and texturing to change the theme and mood.

Level play-through

Level Events

Level LIGHTING

As a teaching assistant, my responsibilities included creating a presentation on lighting and texturing for the level design students, which later turned into a visual communication lecture. To prepare for the lecture as well as gain extra experience in the subject, a heavy focus was placed during the Quake map development on lighting.

When lighting the Quake map, a few design and environment art fundamentals were applied to achieve the intended mood in the level.

 

Examples of principles used during the lighting process:

1. Points of interest should have the brightest light value.

2. The player should be able to navigate any part of the level without having issues with not seeing due to too low lighting.

3. Lighting should consist of primary and secondary lights, the first being the brightest lights, and depending on the lighting scenario, different colour from the secondary lights, whereas the secondary lights' main purpose is to color the shadows and/or fill in the dark areas.

4. For more dynamic lighting, it's good to use a cooler light colour for the fill lights since it increases the contrast between the main areas of interest and the rest of the space.

5. Usage of different lighting concepts, such as backlighting, bounce light, soft light, hard light, etc., can greatly improve the readability or impact of a location or a setup.

hell realm

Relic room

Altar room

earth realm

Relic room

Altar room

Portal room

Exmaples of the locations in the earth vs hell realm

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Portal room

Portal room

Small corridor room

Altar room

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Big corridors

Small corridors

Relic room

Relic room

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Workflow Breakdown

workflow breakdown

sketching

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When sketching, the main goal was to explore different combinations of architecture to figure out what would be interesting for the player to explore. I took inspiration from architecture in Japan as well as from games that had interesting layouts in their levels.

 blockouts

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I treated blocking out the map as sketching in 3D. The map went through rapid iterations in this phase and it allowed me to create a decent base to build modular kit blockout on top of.

iterations

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In order to save time, the modular kit blockout was done using environment artist's modular kit which came with some complications since it had a lot more detail to it than a level design modular kit, however, I made it work by following the environment artist's instructions and feedback.

art pass

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The final set-dressing was done mainly by artists, however, since they were had their hands full, I helped to set-dress small parts of the level and gave them feedback based on playtest data I gathered when testing the level with players.

working with references

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iterations

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Conclusion

Conclusion

 Positive take-aways 

  • This project

 Improvement points 

  • During the development

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