March 10, 2009
Working on new portfolio pieces. I’m adding my portfolio to be linked on this main page slowly.
- Portfolio updates will include a new single player level
- Work on a community Project at Artery.ca
- Information on my first flash project. Project Ninja. This project is heavily script based as well I will be doing art and design for it.
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November 4, 2008
Game play layout is complete. I have begun combat scripting for the first half of the map. Working my way to the end. Upon release I will be releasing a detailed break down of the level, its scripting elements, my thought process from beginning to end.

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October 25, 2008
I’m still alive and kicking. I’ve moved and have again started working to complete this level
Its a large undertaking, however, its coming together. I would like to release it within the year.
If Gears of War 2 is downwards compatible with Gears of War 1 editor files I will release it under that code base.
Here is a quick shot of what I’ve done in the last month. For comparision here is a shot from July.
Theme and gameplay zones are becoming much more fleshed out and cohesive.

The terrain has been removed because it was causing issues with file corruption.
I will most more pictures in the coming days of recent changes and plans for completion.
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July 3, 2008
I have completed the initial BSP layout as well as a meshing pass to save some time later.
Ideally I would be creating a strictly BSP layout then move onto the event scripting. However, due to the nature of this project, I have decided to mesh building mock ups as I go. Using unfamiliar pre-made meshes I am restricted slightly.
Here is an overview of the level. Broken up into 5 gameplay flow stages;
1. Intro Cinematic
- Area Localization
- Player Exploration
2. Push Forward/ Building Offensive
- Initial Combat
- Ascending into the heart of a unfamiliar location.
3. Sudden Ambush – Z-axis ambush
- Player is out of their element
- Aerial Assault after disorientation.
4. Objective Location
5. Outro
- Cinematic Out-tro
- Prelude to “Rescue”
The colour coding defines hostility. Green To Red. Low to High.

Following this stage I will be moving on to scripted elements. Including AI and Cinematic sequences.
After this stage I will complete my meshing pass and create a detailed lighting pass. As well as polishing scripted events to match visual quality.
Public testing will follow.Visuals will be polished, and the map will be published.
I would also like to write an article describing my process from start to finish. I have been taking many screen shots at various stages of construction. I believe this may be very helpful to some wondering how to go about constructing their environments. A culmination of common advice given as I mentor at VFS.
I have scheduled this to be complete by August.
Nick
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July 2, 2008
I just got back from spending a week in Ontario.
I’ve put some more work into this level here and there.
I’m excited for the next VFS term to be starting. Teaching is always a fun experience.
Here are a few pictures of some progress:




Hope you enjoy.
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June 19, 2008
Making progress through 50% of the level layout.
Trying out some more lighting ideas. No solid lighting pass just yet.



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June 13, 2008
Working on getting mock ups of building structures with the Gears of War Assets.
Also establishing a lighting set up as I move forward with the layout.



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June 10, 2008
Hello.
Finally I have got some power to create again in my hands. I have begun a gears of war Single player level I’m calling “Left Behind”… haha..
Anyways here are some pictures of the beginning stages of the level.
More info to come later.




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January 31, 2008
Unfortunately by PC decided to melt on me last night. These art tests have been put on hold until I can get the files off of the computer again.
Live and Learn.
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