Who we are

Team STASIS is the home of a small group of student game artists from De Montfort University tasked with creating a playable game level from absolute scratch, utilising the UDK development software.

From concepting, visual design, research, asset building, level progression and finished pieces, this blog records the progression from 19th January to 30th March 2011.

Team members include Arron Manchester, Sam Clarke, Izzy Kahn, Sai Ali, Steven Jones and Tom Edwards.

For any questions or feedback please feel free to leave comments.

P.S A run through and fly through of the finished level shall be posted soon!

Friday 21 January 2011

Extended Blueprints / Map

Okay here is the extended blueprints, I haven't included things like luminol/crime scene spots as I think that needs discussing. I've included cages/holding cells in the room on the first floor which could be where the killer held his victims. The room adjacent features a doctors chair where the killer tortured/killed some of his victims. There is also a hack saw to be used on the padlock to gain entrance to the control room, what do you guys think? If i've missed anything let me know, it isn't really all to scale. I was also unsure where to put the burst pipe that is causing the flood, I intended to place it on the very top floor so if anyone has any ideas please say.

Hope you like!



2 comments:

  1. Nice work Arron, really sweet presentation too. We were thinking of having the circular rooms where the toliets are as a kind of elevator shaft, the lift being broken and you can drop down, as it's a continuous structure throughout all the floors, so we need to talk more about that next week.
    Something we discovered yesterday was that the original floorplans on the middle floor are completely wrong, around the area where the plasma telly is, and at the moment i think we're having it the same basic layout as the bottom floor to keep it simple to start with. Im working on that little area at the moment and i like the way it continues into the coridoor.
    Steves made the basic block model of all floors in max and took it into unreal and its lookin pretty smart, so throughout next week we need to combine that model, these blueprints and the floorplans with all the measurements from yesterday.
    The model steve is working on is kind of the master file, because its the most accurate to scale, and has ammendments made to the dodgy original floorplan. The scale at the moment is really important because we're going to be using lots of repeating segments, like the railings, so we need to nail this now so it doesnt cause us troubles later on

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  2. brilliant blue prints man!! good job =D

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