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Project Onaris – A Study in Level Design

A Study in Level Design

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Project Onaris – A Study in Level Design | projectonaris.wordpress.com Reviews
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A Study in Level Design
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Project Onaris – A Study in Level Design | projectonaris.wordpress.com Reviews

https://projectonaris.wordpress.com

A Study in Level Design

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1

Blocking out – Interior – Project Onaris

https://projectonaris.wordpress.com/2014/05/22/blocking-out-interior

A Study in Level Design. Blocking out – Interior. Above) early block out of one of the labs. Above) Some of the assets we used temporarily from Unreal Engine 4’s sample projects. May 22, 2014. May 22, 2014. Blocking Out – Exterior. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out.

2

Lessons Learned – Project Onaris

https://projectonaris.wordpress.com/2014/05/22/lessons-learned

A Study in Level Design. Working on this project was more of a learning experience than a production experience. For that reason we would like to share what we have learned, not only from a level design stand point but a general one as well. Research, Research, Research –. Before you dive head first into designing a level, do some research. Gather every piece of level design information you can, take notes, and absorb it while you work on the project. Some of the best resources we found include:. Blockin...

3

May 2014 – Project Onaris

https://projectonaris.wordpress.com/2014/05

A Study in Level Design. This project has been a blast to work on, and we believe we will be working more on it in the future to try and finish it. Ideally we will get it to the point where it resembles how we envisioned it from the beginning. Moving forward for us includes:. Iterating on feedback –. The feedback we received was excellent (and if you still haven’t seen it go ahead and check out our post at world of level design. Refining Story and Setting –. Making several Art Passes –. Documenting our d...

4

Art Pass – Part 2 – Project Onaris

https://projectonaris.wordpress.com/2014/05/22/art-pass-part-2

A Study in Level Design. Art Pass – Part 2. The developers over at Epic Games. Have created an amazing product with the Unreal Engine. Not only can you access the engine and use its features as an independent developer, but you have access to high quality content examples and art assets. For the exterior and the sci-fi hallway. Both of which have detailed articles on their creation. Above) The Effects Cave demo, with snow vector fields and some beautiful ice materials. May 22, 2014. You are commenting us...

5

Blocking Out – Exterior – Project Onaris

https://projectonaris.wordpress.com/2014/05/22/blocking-out-exterior

A Study in Level Design. Blocking Out – Exterior. This is the progress for the block out of the Exterior part of the level. This is also being updated so check back soon. After this they would arrive upon an abandoned outpost which would have wreckage everywhere. The player will look around for clues to explain what happened here. Maybe this outpost belonged to the inhabitants of this planet, if so what happened to them? May 22, 2014. May 22, 2014. Blocking Out – Maintenance Level. Enter your comment here.

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shivrawal.com shivrawal.com

Shiv Rawal | Onaris Aris

http://shivrawal.com/OnerisAris.html

Onaris Aris is a level based on an ice covered moon of Jupiter. The player ends up on the moon through a crash landing. Through exploration of the surroundings they discover an abandoned building in the distance, not of human origin. The project was started in Unreal Engine 3 but has since then moved to Unreal Engine 4. The block-out currently has a temporary house asset to hold the place of the camp that we envisioned for this outpost. 4 The player would then take a bridge that would lead them into the ...

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Project Onaris – A Study in Level Design

A Study in Level Design. This project has been a blast to work on, and we believe we will be working more on it in the future to try and finish it. Ideally we will get it to the point where it resembles how we envisioned it from the beginning. Moving forward for us includes:. Iterating on feedback –. The feedback we received was excellent (and if you still haven’t seen it go ahead and check out our post at world of level design. Refining Story and Setting –. Making several Art Passes –. Documenting our d...

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