Saturday, March 3, 2012

TF2: Spy Enemy Prioritization

There are two main things that set Team Fortress 2 apart from other major first-person-shooters on the market: its refined art style inspired by J.C. Leyendecker, and the variety of the nine classes that form a team. In games like Call of Duty: Modern Warfare 3 and Battlefield 3, selecting a class offers as much variety as weapon type (which includes all standard military-grade weaponry) and perks (which can be customized and homogenized). In Team Fortress 2, class choices go beyond this and offer completely different play-styles, utilities, roles and a tight dynamic relationship between other classes that work towards building a game where team work is not just recommended, but required.

Friday, February 17, 2012

Portal 2: [SP] Loud Pipes Developer Commentary

Loud Pipes is my second published Portal 2 map. The design and mapping process took about a month and a half (due to a lot of restarts) and required a good deal more work than my first map. My goal was to capture the essence of the Cave Johnson theme while creating puzzles that were more about methodical thinking rather than lightning fast reflexes. In this developer commentary, I will go over some of the challenges and benefits to working in the Old Aperture style.

Thursday, February 16, 2012

Portal 2: [Coop] Freefall Developer Commentary

Freefall is my first published Portal 2 map. Designed and mapped out over the course of a month, the project's goal was to test my Source mapping capabilities and break the "first maps are always sucky" stigmata that floods mapping communities. In this developer commentary, I will be going over a few of the processes that I used to bring Freefall from a conceptual sketch to a fully playable level.

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