Jack Carr | jcarr1337@gmail.com | 530-386-2161

Tuesday, June 14, 2011

Spring Demo Reel - 2011

My 2011 Level Design Demo Reel.

Sunday, May 22, 2011


A couple weeks ago I started work on a new multiplayer level for Gears of War PC called MP_Highway. This level is a straight forward level geared for competition. This level features two power weapons: the boomshot and the torque bow which are located on the top and bottom levels of the map. This level features alot of low cover which will increase the speed at which the level is played and create an intense battle situations. I also took the approach to this level that Epic did with its levels in Gears of War 2, that being that from the spawn you can readily see your enemy and the battlefield is alot smaller than most Gears levels which leads to a faster level and quicker battles yet there is still enough options for the player that tactical play is still very important in the level.



Thursday, May 5, 2011

Demo Reel Version 2

So after gathering feedback from alot of people I have created the second version of my demo reel based on what people liked, didn't like, and felt could be improved.

New demo reel: http://www.youtube.com/watch?v=boEJgdI-hUg

Also watch it here:

Sunday, May 1, 2011

Demo Reel version 1

So I have finished the first draft of my demo reel for graduation.

Super crisp awesome version link: http://www.screencast.com/t/RQFO2pvs

Youtube quality:

Sunday, April 17, 2011

MP-Station Finished!

So I have completed my work on MP-Station and have released it to the public as a finished level. This is my first Gears of War PC MP level and I am happy with it. Visually it came out how I had planned and through my playtesting it plays very well. It plays as a very tactical fast paced level with the addition levels adding some excellent flanking options and intense battles if you find yourself fighting for the weapons located there. Now with this level done it is time to finish my MP-Highway level that I started working on during the final stages of MP-Station and also start work on my new revised single player level.

MP-Station no bots download:

MP-Station bots download:

MP-Station final shots:

Sunday, April 10, 2011

MP-Station Update

So I have placed almost all the meshes for the level and have finished the lighting. Only thing left is to do the final minor detail meshes such as placing wires, monitors, lights, and figure out what to do with the side walls either make little store fronts or cover them in ivy, I will figure that out later. And I have decided to go with a BSP floor instead of a static mesh floor because of how detailed the shadows become on the BSP floor plus it makes the level easier to run on machines.


New floor:

Wednesday, April 6, 2011

MP-Station Update

Here is a quick update for MP-Station.

Sunday, April 3, 2011

Portfolio Update

So after a week of hard work over my break I have finished all the AI scripting for my single player level and started the structural meshing for that level and I have gotten to the deco meshing for my gears of war multiplayer level MP_Station. Below are some screenshots of lighting tests I am doing on the level and also a screenshot of the deco mesh test I am doing to try and get the right look for the level.

Lighting Test 1:

Lighting Test 2:

Deco Mesh Test:

Sunday, March 27, 2011

Huge Update Post Before Portfolio Next Quarter

My eleventh quarter at the Art Institute has come to a end and I have 1 week before my final quarter begins and I start creating my demo reel and portfolio in preperation for the job hunt when I graduate. This is going to be a long post showing updates on my three latest WIP levels. Out of these three I will have to choose two to take to completion over the next month so that I can have them in my portfolio and demo reel. The only level that I am 100% certain that I am going to finish is my single player level for Gears of War because I need a single player level for my portfolio to show I can design and build more than just multiplayer levels.

This is a Gears of War multiplayer level that is designed to be a fast paced straight forward experience. The level is divided into 3 levels to bring more verticality to the game play. The first level is the main area of play with the most playable area, the vast majority of the cover on this level is low to attempt to force the players to move quickly through cover in order to fight each other, this is also done to encourage more use of the lancer in online play and less use of the shotgun. The top level has very little cover due to have powerful of a position it can be on the level, on this level there is a sniper rifle in the center that will reward the player that is able to survive and acquire it. On the bottom level the cover is sparse and tall to allow players safe cover from fire that will becoming from the stairs that connect the main floor to the bottom floor. On the bottom floor there is a boomshot, this weapon will be very powerful in the lower quarters of the level but will be less overwhelming on the main floor, even though it becomes less powerful outside of the bottom level it is still a strong reward for the player who risks going down there to get it.

Top Down Layout:

View of top 2 levels:

View of the center area of the main floor:

View of top level:

View of the bottom level:

This is a multiplayer level for Gears of War that was designed to be a more complex experience for GoW multiplayer than the maps we see from the retail game, more like the levels from Gears of War 2. With this level I wanted to really give players the options to go multipleways at any given time yet still constrain them enough that the level didn't seem to open or confusing. This level has two elevations that have multiple sectors of game play. There is the top floor of the level that centers around the main floors fountain and gives points of view to everywhere around the level but also doesn't have a large amount of cover so that being up top is not to powerful of a position. On the bottom floor you have a large amount of play space that is located under the top levels pathways so that you have some safety from the players who choose to run to the top of the map. On either side of the level there is two courtyard areas that contain powerful weapons that off a great reward for the risk that the players will have to make to get them.

Top down layout:

View of the top level:

View of the left side courtyard:

View of the entrance to the right side courtyard:

View of the bottom floor of the level:

This is my singleplayer level that I am building for my portfolio and demo reel. I got the idea for this level from watching the movie Gamer, while that move was unbelievably terrible the game that they played gave me a idea for a level for GoW. This will not play like a traditional Gears of War level it will play much like a time trial or assault level from Unreal Tournament. The player will have to travel through three sections of the level in a set time limit. Each section of the level will increase in difficulty and give the player different obstacles to overcome but will also give the player the tools to overcome these obstacles. At the end of each section there will be a checkpoint that the player will spawn at if they die. The player will have the chance to choose their weapon at the beginning of the level but will be limited to only one primary weapon and a pistol to increase the difficulty of the experience. The level will start in an alley way then progress into a warehouse/factory setting and then end on a city street.

The starting Alleyway:

The Factory/Warehouse:

The city street:

The side street and end of the level:

That is the end of this update and another 1 is coming quickly and they will continue to come until I graduate. Next on my agenda is fly thru videos for all the above levels and trying to choose which of the two multiplayer levels to take to completion in the next month.

Thursday, February 3, 2011

IGDA World Wide Level Design Competition 2nd place level

This is a fly thru for my level that I entered into the IGDA World Wide Level Design Competition. This level placed 2nd in the Best Death Match category.

Tuesday, January 18, 2011

Murderball MB-Shipping Fly Thru

Here is a fly thru of the latest version of the first level for my groups senior project. This level is 99% complete.