Endrant's Lead Level Designer on Wolfenstein multiplayer
my task was to take the levels started at Threewave Software and
introduce elements from Raven's singleplayer component of the game.
Using my years of experience with the idTech 4 engine, I tried to
maintain much of the levels' original essence while at the same
time achieving the publisher's goal.
addition to much behind-the-scenes work, I also made passes through
the eight multiplayer levels to specifically tune the lighting for
gameplay, performance, and aesthetics.
optimised the majority of environment models using Maya 2008 and
Lightwave 9, taking assets created for the streaming single player
engine and reducing the number of polys & texture memory to
help scene performance in the multiplayer engine. In most cases
I was able to achieve the required speed gains without any noticeable
affect on the quality of the overall look of the level.
much of the various tasks being shared amongst the design team,
I've chosen to focus here on presenting screenshots that showcase
my lighting work in the levels. Strong lighting cues direct the
player along major combat routes towards the gameplay objectives.
I find that casting light through a doorway is a great, obvious
way to catch the player's eye and naturally lead them along a path.