Sunday 10 June 2012

Why Level Design Rocks


   “A chance to build cathedrals, entire cities that never existed, things that couldn't exist in the real world” – Inception

I want to make games! 
    More specifically I want to be a Level Designer, but I’ll get on to the (quite notable) differences later. Upon hearing those words, most people scoff, if not out loud, then almost certainly inside their head. I suppose I can’t blame them, when you think of games, the first things that come to mind are certain mindless modern combat shoot ‘em ups, or pokemon, or space invaders. They probably see you as attempting to fulfil some childish fantasy, not seriously considering a career and lifestyle choice. You don’t even need to take that last part about it being a lifestyle choice with a pinch of salt; while the stereotype of some solitary, supremely nerdy guy, in desperate need of any kind of female attention, sat behind a desk, staring at a screen for 24 hours a day, is 100 percent false, there is obviously a lot of screen time involved, and designing games does have a habit of becoming all consuming. There is a good reason for this however, which is one of the things I shall be trying to convey throughout the course of this book/pamphlet/thing.

So, what is Level Design?
   To shamelessly steal the product of a quick Google search; “Level design, environment design or game mapping is a discipline of game development involving creation of video game levels—locales, stages, or missions. This is commonly done using level editor, game development software designed for building levels. Level design is both an artistic and technical process.” But that makes it seem a heap less interesting than it actually is. Imagine if you will, a work of art; a beautiful painting, of rolling landscapers, massive futuristic cities floating in the skies, skies vast and full of strange and wonderful creatures. Now, hold that image in your head, and turn that piece of art into a real place; a place that you can walk around, explore, and spend hours in, discovering every nook and cranny. It is a Level Designer job to create these places, although not without help.

To Be Continued...


More Stuff


Scene for Some Columbian Guys I'm working with

 Test to see how effective Snow is at hiding low quality level desing
VERY VERY early wip of a big project I'm involved with
Slightly Less early but still super early wip of a big project I'm involved with
A Birthday Card I made for a friend
Me trying to use photoshop, again.

Sunday 20 May 2012

Sunday 13 May 2012

Hogwarts!

Newest Version:

So, Hogwarts! Before I say anything else, I did not model this, this is not my project. However, I saw that some guy had modelled the great hall and a few other sections of Hogwarts, and thought, hmm, I could show him how to make that look a million times better.

So, after contacting the guy and offering to help, what you see is my first stab at "Prettifying" the great Hall. I have added reflections to numerous surfaces, falling snow from the ceiling, a few other small tweaks, and of course the lighting itself.

Older Version

The image below is the map as he sent it to me, with the original lighting.

This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version


By no means am I done, I just needed to show the guy where I was at with the lighting.

Let me know what you think of the changes. :)

Wednesday 9 May 2012

What Happens When I'm Ill

Seeing as I only have a week until my exams I could probably have used my time in a slightly more efficient fashion. However, I was restless, and when I'm restless I make things. This is the product of a few hours messing about in Photoshop.

Inspired by the concept of this "http://www.indiedb.com/games/wake-up-call", an indie game that is currently in the earliest stages of development. I'm not really talented enough to be doing concept art for them, but there's nothing to stop me from doing an... umm... creative response. 

Let me know what you think!




George Hulm.

Wednesday 25 April 2012

Tell me

Hello passer by! Yes you! The one reading this right now! I have some questions!
    Firstly.
Are you a gamer?
   Secondly.
What is your favourite Genre?
   Thirdly.
What platform do you play on?
   Fourthly.
Do you play custom, user-made modifications and maps?

   and finally....
Is it worth your time to post your answers below?

Tuesday 24 April 2012


So, this is the background of my Blog. Ah, the wonders of photoshop! Threw this together in little under half an hour. I'm pretty pleased with the result. it's basically all of my maps made in the last two years in a cool collage!

George Hulm.

My Stuff

Just a scene to test lighting
Experiment with terrain
A school English project
Dm-Spirit, An arena for UT3, I never completed it but it
was by far my most ambitious project.
Dm-Cubespace, this was an experiment in combing puzzle
gameplay and arena gameplay, it didn't really work but is
still kind of fun, as well as having unique style.
Dm-Olden, my first ambitious project, constructed mainly
from BSP, this map is a reconstruction of Castle from James
Bond Agent Under Fire.
Dm-Shipment, a remake of shipment from COD4. Love it.
,

Monday 23 April 2012

This is the latest build, I figured, why show them old material. Whoever "them" is at this point, it most definately isn't you, which probably means it isn't anyone... Oh well... Please do comment if you stumble across my work, I might start writing tutorials and things.


George Hulm.

Anybody Out There?


Uh, Hello?

So, this was more of a test to see how the the website functions etc..... Oh well, hopefully someone will stumble across my creations!

This is a work in progress that I am currently doing for an Indie Columbian studio, pretty cool concept, maybe I'll explain it a bit more in the future.


Cheers!
George Hulm.
Level Designer.