Using valve’s hammer engine, I recreated a Half Life 2-style level from start to finish, adding a new level mechanic: at a certain point, the player can choose one of two equal weapons.
I also told a story using environmental narration and worked the lighting so that it became increasingly red as you progressed through the level.
During a week-long event organized by Tencent, I had to create a PVP map on PUBG Mobile.
I decided to lock up 8 players separated into 2 teams, each of which would have a weapon kit defined according to where it would randomly appear between each round (1 shotgun class, 1 sniper class and 2 assault riffle class).
Intentions : – fast, fun handle – promotes personal skills – favour players who know several weapons
Pre-production documents
Final render
Nighthawks - Edward Hopper
(Garry's mod)
I wanted to recreate a well-known Edward Hopper painting in a 3D environment, enlarging the boundaries of the terrain a little in Hopper’s style. I created this small space in Valve’s Hammer engine, the source engine, because I felt that the look and feel of Half Life 2 reflected Hopper’s paintings.
Behind the scene
Neighbour's day on rooftop
(CTF)
A classmate and I had to make a map for the competitive game « Halo infinite » in the capture the flag (or CTF) mode. We had to start by making a physical model and plans to then use the game’s map editor: Halo forge.
Plans and model
Have a look on the map !
We’ve created a script with node graph linked to a crate which, when you pass over it, gives you a random weapon and then disappears for a while.
Crate level 1 (in blue) gives you basic weapon and crate level 2 (in gold) gives you sniper or rocket launcher :
War in a pc
(CTF)
For 2 weeks I had to create a level on the unreal tournament level editor in capture the flag (CTF) mode.
Have a look on the map !
Arma III - Altis life
(Serious RôlePlay)
I created farm, resource exchange and life spaces on my public Arma 3 server. These spaces had to be as similar as possible to real-life spaces.