This is the final level I produced for Zombie HQ. We where kinda against the clock on this one, so several of the more unique buildings (the diner, projection house & gas station), where built by a couple of other artists. Additionally the image on the drive in screen was painted by our concept artist.
Monday, 4 March 2013
Sunday, 3 March 2013
Zombie HQ park environment
Time for a few screenshots from Zombie HQ's park map. As with the previous maps, it's divided into seven different areas that are split among the mission types.
FYI, the trees are only supposed to be viewed from above and as such tend to look rubbish from the sides. This is basically because transparency is quite expensive on iOS devices, especially when it becomes almost fullscreen. In laymans terms, transparency becomes expensive to render when there are multiple layers (of transparency) and when it's in close proximity to the camera.
FYI, the trees are only supposed to be viewed from above and as such tend to look rubbish from the sides. This is basically because transparency is quite expensive on iOS devices, especially when it becomes almost fullscreen. In laymans terms, transparency becomes expensive to render when there are multiple layers (of transparency) and when it's in close proximity to the camera.
Tuesday, 19 February 2013
Sinbad cave wireframes
I thought it might be fun to post a few wire frame images of Sinbad's cave level. The images show not only the construction, but also the lighting. The small fires and glowing blue crystals provide the light sources, all of which are baked into a 2048x2048px lightmap that covers the entire environment. The lights are quite strong, but while strong they worked well in game when seen on a ipad or iphone.
You'll also notice the cave has a ceiling which might seem a little bit much for a game with a top down camera. However when you complete the level or defeat a group of enemies, the camera pans around the player and occasionally shows off the rest of the cave. If memory serves, the level came in at around 100,000 tri's, it's possible that it was a little less than that, but I can't recall at the moment.
You'll also notice the cave has a ceiling which might seem a little bit much for a game with a top down camera. However when you complete the level or defeat a group of enemies, the camera pans around the player and occasionally shows off the rest of the cave. If memory serves, the level came in at around 100,000 tri's, it's possible that it was a little less than that, but I can't recall at the moment.
Sunday, 17 February 2013
Zombie HQ streets environment
Here are a few screenshots from Zombie HQ's streets level. Each level is split up into small arenas, that are used for a variety of different mission types. For example the beast battle takes place at the crossroads arena, while another has the player trying to escape the rooftops in the centre of the level.
I was responsible for modelling & texturing the environments, as well as the set dressing and lighting. The vehicles used to dress the levels where created by another artist. If you fancy killing some zombies, follow the link below.
Zombie HQ (itunes)
I was responsible for modelling & texturing the environments, as well as the set dressing and lighting. The vehicles used to dress the levels where created by another artist. If you fancy killing some zombies, follow the link below.
Zombie HQ (itunes)
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