Jun/090
Level Portfolio Trailer
Somewhat inspired by the CBP 3 v3 trailer and being suggested by some friends I made a trailer of all of my Unreal Engine 3 maps. I think it turned out all right, however due to youtube showing an already compressed video it turned out a bit darker than normal. Anyways check it out, feel free to leave any comments. Recommend watching in High Quality, looks a little better:
If you would like to see the original video you can download it from here:
http://mozidesign.com/files/Mozi_Level_Portfolio.avi
DIVX codec is required for the avi file.
Other than that I am off to E3 in a few hours, quite excited to go and check out all the new games such as: Batman:Arkham Asylum, Brutal Legend, Assassin’s Creed 2, Borderlands, Modern Warfare 2, and anything and everything else on the expo floor.
I’ll do my best to do daily posts from E3 if I can get to computer as I don’t own a laptop. Otherwise I’ll post all of my notes when I return.
May/090
CBP 3 Volume 3…Almost Here!
Been really busy the last couple of months at work and with CBP 3. But now things are almost done and to get the hype machine moving check out this video one of our team members Drummer.unr made of all the maps and mods we will feature in volume 3! Be sure to check it out in HD and full screen looks much better.
My addition to CBP 3 volume 3 is CTF-Full Throttle. More screens of the map can be found on the level design page. So keep stopping by as very soon the final release build of CBP 3 volume 3 will be availble.
Apr/090
Urban Decay
A couple of weeks ago I went out exploring with a friend of mine and we came across this old factory. The place is called the ‘First Prize’ center but the nick name is Little Chernobyl. As a level designer I found this location to be a great source of inspiration for an industrial themed level or a Gears of War level.
Around this place there were a lot of signs like ‘High Voltage’ and other warnings of impending doom. However, out of all the signs this one cracks me up for some reason. Though I am sure if someone actually got stuck in a conveyor belt it probably is that not funny.
-Photography by Rappo. Full gallery link http://www.flickr.com/photos/rappo/sets/72157616043190444/
Apr/090
SP_Forrestal Village Released!
Alright folks, here it is, Forrestal Village! A project seven months in the making and now ready for your enjoyment. This is probably the most time I have spent on a single level, but totally worth it, as I took my time to make the level as detailed as possible. Along with the detail work, I did my best to provide a fun gameplay experience for you guys. In the end after several iterations on the lighting and gameplay flow I finally feel that this map is now done!
One thing that I know will make people happy is checkpoints. That’s right, I got checkpoints in this map, unlike my other map Industrial, and given the size of the map it was pretty much mandatory to figure out how to get level streaming and checkpoints to work. I give my thanks to some folks on the forums for their knowledge and tutorials on level streaming for Gears of War.
As always the mandatory teaser screen:
More screens can be found on the level design page along with the download link. So give it a spin when you got time and feel free to drop any comments and or feedback to either:
http://forums.beyondunreal.com/showthread.php?t=184894
or
http://forums.epicgames.com/showthread.php?t=671755
So have fun and go kick some locust ass!
Mar/090
SP_Industrial Re-released!
After a long delay it’s finally here, a new version of SP_Industrial! I am sure many of you may have noticed the teaser pic on the level design page (which is now a bit out dated) of the updated look. In terms of gameplay the level is virtually the same. However a lot of changes were done in terms of cover placement and combat scenarios( and I give credit to those individuals who shall remain nameless but I owe them my thanks for providing feedback on areas of improvement for the map)
So without further delay here is a new screen:
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More screens and the download link can be found on the level design page. The readme file has install instructions if you need them.
Enjoy!
Feb/090
SP_Forrestal Village Update
Thought I post a quick update that this level is still in production, it’s just that I have been really busy at work and was unable to spend anytime modding. Recently I managed to find some time and I fixed some critical bugs with the checkpoint system which caused various encounters to be triggered only once. I also tweaked the lighting a little from totally orange to adding in subtle blue shadows for contrast in various parts of the map. Below are two updated screens and more updated screens can be found in the level design page.
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Hopefully sometime soon I will be able to iron out other low level bugs and post a beta build on Beyond Unreal and the Epic Games Forums so keep an eye out for that.
Feb/090
Making of WAR-CBP3-Meditation: A Study of Simplicity
So today the winners of the second phase of the Make Something Unreal Contest were announced and this time around I was lucky enough to snag 3rd place in the Best Warfare Category. For more details and listing of the other winners follow the link, and before I begin with my discussion, I would like send my congrats out to all the winners, finalists and honorable mentions that were announced during phase 2. Some really good competition this time around.
Without further delay let’s begin this discussion of simplicity, and what better way to start it off than a quote. “Things should be made as simple as possible, but not any simpler. ” Einstein, Albert. I first heard of this quote from my days of working on Spider-Man 3 DS as our lead designer had this quote printed and posted at his desk. After knowing about this I have always thought about simplicity in my designs both at work and my mod projects. However, one thing to keep in mind, is that simplicity should not sacrifice the presentation or overall quality of whatever it is one may be doing. When that happens, it’s not simplicity, its half assing everything.
But how does this relate to level design you ask? Well this is just my opinion and feel free to disagree, but in terms of level design I think simplicity can deliver effective results in the flow of the map. If the flow is simple and effective it promotes an easy to learn layout. If the layout is easy to learn it becomes memorable. If it becomes memorable it can be mastered to level of predictability to help you have that sixth sense of what your teammates or opponents may do in game. Simplicity can also be adapted to visuals (i.e. Team Fortress 2) or even systems (don’t have a good example right now, but I am sure there is one) Now that I have established my thoughts on ’simplicity’ it’s time to move on to how this was applied to my level. I’ll do my best not to bog you down with a lot of reading and let the pictures do all the talking! The level began with a very basic shell:
In the screens above I mapped out my initial flow with the terrain editor to create an ‘S’ shaped layout. Once I was happy with layout of the terrain I setup some really bare bone BSP blocks to add as structures to get an overall feel of how the arena plays. I did many iterations on the terrain until it felt right before moving on to the next steps of making the level look pretty.
One key thing to note here is that simplicity lies in the layout as I mentioned above, I choose a common shape that most people are already familiar with and works well for symmetrical gameplay. Even in a bare bones state the map felt fun from the get go, and was easy to remember all the paths and key landmark locations that would be vital during a frantic game of Warfare. After deciding that the layout was locked down and simple enough for a good game of Warfare I moved on to visual polish. (I wish I had more screens handy from the dev time of the map but these show case how the layout came to life)
As I mentioned above simplicity can also be applied to visuals and I did just that in this map. It’s obvious to see that things are not over complicated as seen other UT 3 maps rather, they feel natural, as if they belong in the environment. This simplicity in visuals also supports the gameplay in the fact that they don’t distract the player from what’s important… the game! With this in mind I built key land marks such as the arched bridge in the screen above is near the base exits. The construction of this landmark is rather simple but what does to support gameplay is that at this landmark players know that they near their own base or the enemy base (red or blue respectively) There are many more examples of this in the map that I could go on about, but hopefully when you play it you will keep this discussion in the back of your mind.
Next up was more visual polish which finally lead to completed design seen on my level design page and in the screen below:
So to put everything into a retrospective I would like to share some in editor screens to drive home the concept of simplicity I used when creating the map. Though I would like to point out that I made clever use of a total of 2506 meshes and a few BSP cubes!
Unlit/No Meshes:
From the screen below you can see that the initial BSP cubes I had in the first screens are exactly the same but textured ( again I used a generic base stone texture, simplicity!) This is the core layout and what I think makes the map fun to play. The meshes and lighting are there as necessary polish items to make the map cool but even without those the simplicity and refinement of the layout on it’s own could do quite well.
Unlit w/Mesh Work
Oh look pretty visuals! All I did here was use the static mesh library in game to morph those BSP cubes into believeable structures without compromising my intial gameplay designs
Lit w/Mesh Work
So here it is the final product in the editor!
Hopefully, this post was informative and helpful to you especially those of you that do mod work out there in the community. However, I would like to state one thing before I close this discussion. In no way I am docking down mind bending visuals and crazy (but awesome) map layouts, what some of you level designers out there achieve is spectacular and I applaud your work. Just take this post as alternative way of thinking if you get stuck or get designer’s block… think of the simplest answer to your problem it may just work.
Thanks for reading, if you got a copy of UT 3 please check out WAR-Meditation (available on level design page) hopefully you will have fun!
Jan/090
Metallica in Philly
So as I mentioned I went down to see Metallica in Philadelphia recently, and what can I say, it was totally, METAL!
Now instead of writing some long rant about the show, I have some pictures, courtesy of my band mates and their cameras as well links to various you tube videos from the show, credit goes to those filming, whoever they are….
Enjoy, hopefully this stuff stays on you tube given that they are cracking down on various videos…(only posting a few, I am sure you can find more on your own… )
Ecstasy of Gold/That was Just Your Life
Master of Puppets
Creeping Death
One
Like I said, totally METAL! \m/
Jan/090
New Map in the Works
Yes I am still here, and apologize for no updates since November 2008! Been really busy last few months between a few projects at work and side projects at home. If was not putting late hours at the office I was at home staying up late working on my new Gears PC map. The level is nearly done, and for your entertainment some preview screens of Forrestal Village! (single player map, note–lighting is temp for now.)
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I should be done with the level soon and will post new screen shots when that day comes along with the all essential download link. If time permits I’ll do write up on this map like I did for MP_Pipeline a while back.
That’s it for now, though on an unrealated note I am off to see Metallica tomorrow down in Philly. As usual with most concerts I attend I’ll do wrtie up about the event so look out for that as well.
Cheers,

























