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Whiteboxes

Tomb Raider, Resident Evil & Splintercell

Role: Level Designer

Made in Unreal Engine 4

Skills Displayed:

  • Level Design

  • White boxing
  • Landmarks
  • Leading Lights
  • Researching
  • Working with ALS
  • Blueprints

Screenshots

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Tomb Raider Whitebox

This is a white box for the tomb raider game, this was to get an idea of how white boxes should look the first-time level designing in Unreal engine, using landmarks, leading lights and other game design skills to create a story similar to that seen in the game.

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Below is the research document I made for the Tomb Raider whitebox, this was to look into the game companies' choices for different areas and to understand how I wanted the layout of the map to be portrayed towards the player.

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Resident Evil Whitebox

This is a white box based upon the Resident Evil games, this follows that of a Resident Evil 4/5 type level with leading lights, landmarks and normalities within games, the map leads from a dark tunnel to an area infested with zombies that leads to a gate and a swampy village.

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Splintercell Whitebox

Within this white box, blueprints like teleportation and keys with locks were displayed in an ALS character system, whilst using design skills like leading lights and making use of the map for the player to discover new areas thus requiring the player to stealthily get around the site either by sneaking or taking them out silently and sometimes unsteadily, giving a like-splinter cell experience.

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