CuinStudios

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Welcome to CuinStudios!

CuinStudios Logo

Level Designs

 

Organized by engine

Welcome to my level designs. I hope you enjoy them - I utilize both visual aesthetics and gameplay aesthetics in level development! These are but a taste of my level designs - I have many more that you see!

UDK

 

Sacred

ChuchIntro

Pic2

Sacred started off with the idea of a religious location, erected in honor of a god who had conquered Earth. While this level was for my final, and my teacher told us the level itself didn't need to be big, I wanted to try something extravegant to show some of my skills. The things I developed for this map include the marble floor material with custom textures, the ceiling material with custom textures, the altar floor material with custom textures, and the weapon, which I modeled, unwrapped, animated and textured myself. A video of the level is in the following youtube link. I also set this level to allow the spawning of opponents.


Materials

- Marble Floor
- Altar Floor
- Ceiling Pattern

3D models

- Staff
- Talisman

 

Concept Level - Singularity

This level was designed with a Game I had in mind - While I won't disclose much about the game, Codenamed Project: Singularity, I wll say that the level was for conceptual design. This level would show the basic design of skyways that would bridge buildings, and allow the player to explore a radically altered chicago landscape. I also would like to point out that I developed various materials and models custom for this level;

Materials

- Red wallpaper material and textures
- Blue wallpaper material and textures
- marble wall material and textures
- Snow material and textures
- Canvas and Easel material and textures
- Electric gas post Material and textures
- StopLight Material and textures

Particle Systems

- Snow Particle System
- Electric Gas Particle System

3D models

- All the Easels
- Canvas
- Electric Gas Posts
- Stop Lights

 

Ichikami Verson 2

Ichikami

Ichikami was one of my first, nearly completely custom level designs. I drew all of the concept designs for every static mesh you see, I textured everything - well, save for the plants you see in the green room, and the texture on one of the walls in the green room. In any case, this is peice is one that I pride myself on - I plan to update it soon, increasing the poly count on all of the static meshes, increase the interactivity with the level - make some objects destructable, and animate others, such as the holographic mars projections, and improve the materials. Despite this being one of my first level designs (I made this after my first semester in actual Video Game Development), I am very proud of it, and can't wait to improve upon it!

 

 

Starcraft 2

 

Cave Standoff

This level, Cave Standoff, was designed around the concept of a mining cave. While the cave itself was abandoned due to Zerg infestation, and many minerals are still avialable to the players to mine. Continuing, remnants of the original Zerg infestation can be found throughout the caves - eliminating them can be helpful, for you would know a clear path to the enemies base.

Continuing, There are vaious ways to attack - mainly, 3 paths. As such, tactics can vary in this situation. This being a map inside a very large cave, though, has made fast, close-combat units very dominant in this form of enviornment. To counter those types of units, tactically deploying ranged units, or building your army to use Air-to-ground units can be a very effective countermeasure. During playtesting, a friend of mine narrowly avoided losing by building Air-to-ground units, and literally decimating my horde of zerg units.

As you may have learned from my level designs, models, or textures, it is that I firmly believe everything in a game should be able to tell a story. It isnt always clear, however - Rocks can have chips and bloodstains on them while they lay by a murder victim, indicating they may be the weapon, but they may not be linked to the current murder case. Stories can be found within stories, but it is up to the designer of a game to differentiate and highlight what is important over what is mere interesting information.

Desert Power

I made Desert power with the goal that it might be a good template for custom textures. The textures and materials I developed are on the terrain. While I did not alter the cliff material and texture, I desired to do so. However, I stuck with the in-engine textures for those, for they seemed to fit the area perfectly.

I also implemented King of the Hill rules to this map for when it is run on custom rules - whoever controls the middle gains points, and eventually wins the match. While in the video it is shown to be at the point count of 200, I increased it to 1000, giving the game much more length and applying more interesting gameplay challenges to the players.

You may have noticed the terrain is horizontally mirrored - I did this for two main reasons. One, I didn't want to give one side the upper hand tactically. Second, this forced the player to prioritize controlling the choke points you see in the middle of the map over defending indefinitely. That, along with the connection to the teammates base and the shared and sheltered resources in the middle, emphasizes this map was meant for a 2V2 game, and forces the players to compensate for another's failings. After all, if your teammates base falls in this map, you must be ready to defend both your front cliff and the side cliff.

 

 

©2006-2010 CuinStudios