A blog for me to ramble about anything game related, and an exhibition for all my work.
Thursday, 28 June 2012
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

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