Modeled, textured, and lit entire area within strict poly limits. This was another destroyable object intensive level that actually consisted of 3 separate areas that each had to be modeled, textured and lit as well 5 objects that were created for 'before and after' damage effects. The satellite dish is destroyed in a cinematic and the destroyed bridge area takes its place. The entire area (minus the satellite dish which was a character) is under 8500 polys.
This is a closer detail of the top of one of the towers before the satellite dish get destroyed.  You can get a better sense of the scale of the level in this shot of the rooftop entrance when you see how big the doorway is.
Modeled, textured, and lit entire area within strict poly limits. On Tower B, destroyable objects were created for a Boss Fight with the Hind-D helicopter. Again, I worked very closely with a programmer to help implement the objects into the game and came up with most of the effect ideas myself.
Modeled, textured, and lit entire area within strict poly limits. This is a shot from the other tower after the satellite has been destroyed.
Shot taken from SW corner of the main lab section. Modeled, textured and lit entire area with exception of the computers and card panels. Designed the look of the new electro-floor that Snake must disable to proceed. Since this area consisted of 7 offices, lobby, power room, main lab area, electric floor hall as well as numerous props I think it shows what I can do with really limited resources. This entire area is just over 9000 polys and this image shows only about a fifth of it.
This is an in game screenshot from the IGN website of the main lab area.  You can see the onscreen yellow gas effect that covers the area which dramatically changes the look of the level.
Cyber Ninja Boss Room -  Before State

Textured and lit entire area.  Modeled and textured the computer banks that had over 30 different interactive components with  3 different damaged states each (undamaged, damaged, destroyed).  Worked very closely with a programmer to help organize and figure out the implementation of all the interactive objects.  In the 'after' image you can also see the 11 additional room damage decals I created for the Cyber Ninja 'freak-out' cinematic when he damages the room with his sword.
Cyber Ninja Boss Room -  After State

In this 'after' image you can see the 11 additional room damage decals I created for the Cyber Nina 'freak-out' cinematic when he damages the room with his sword.
Water Area with Bridge -

This area has a waterfall and water at the bottom of the area in the actual game that I did not do, but everything that you see in this shot was modeled, textured and lit by myself.  Not the most exciting area in the game, but still an interesting room because of its high shaft shape structure.
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