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Thursday, 22 November 2012

Level concept development


The next two stages of the level, after reaching the bottom of the first elevator you are given a visual scene (undecided) behind a lite room and lead out into and hallway which is when the true horror begins.

First run through, testing for lighting and sound.

First run through of level with basic sound in place and lighting in first room. alot to change as of yet, everything still needs working on.


Friday, 16 November 2012

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Sound

I looked into getting basic sound into the game as a horror game it is going to be an important factor. this here is just a very basic sound cue which loops once and has been set-up in kismet as a trigger event in which the player will trigger by walking into the volume. also i added a ambient looping sound to the ice cavern which attenuates as you leave and enter the facility, its a soft wind to give the ice cavern a more cold feel, also the cave will be much more vastly open in the final build so the open space creates these soft wind effects.


Lighing

Trying to get the look and feel of the lighting right, i spent alot of time with trial and error to get the lights looking acceptable for our horror game, i wanted the lights to be fairly bright but also leave dark shadowed areas, that have dim ambience so players can just about make out shapes in the darkness. for some lights like in the ice cave a little bloom i thought looked realistic because of the misty look the cave will have and the light shafts would be seen through the mist.


I have a flickering spotlight in place for the center of the room to create a more horror feel and because the facility is worn and torn the lights are going to be a bit glitchy so flickering lights not only add a boost to the horror factor but also the realism of the facility.



The textures in place here (apart from the ice cavern) are UDK's stock textures that i used to give the room a feel with the lighting set-up, the textures looked worn and grundgy so it suited the horror feel nicely, the whole scene helps get a good feel across early on how the lighting and level will look.