Monday, 4 March 2013

Zombie HQ drive in environment

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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.






Sunday, 3 March 2013

Zombie HQ park environment

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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.