My team of four artists were responsible for the total creation of all six of the multiplayer maps that shipped with Lost Planet 3, developed by Spark Unlimited and Capcom. The game launched on Playstation 3, Xbox 360 and PC utilizing the Unreal Engine 3. I personally did extensive work on five of the six maps. This included building the entire levels using new assets that I built and existing assets that I optimized, lighting, atmospherics/FX placement, terrain/floors, conceptual design, asset/level management and source control, collision, materials,and stringent optimization for strict performance targets across all three platforms. Our levels were edited by Spark for gameplay purposes.
Research Lab - This level was built by Ryan Kuehn and myself. This level had some art in place in the gray box initially which we replaced as we built up the map. The areas shown below are some of the areas I primarily built and did lighting for. Over the course of multiple passes, we each worked on every part of the map. Our goals were to ensure that players always had a concise awareness of their location and provide a cinematic environment akin to the single player campaign. The map was based on three pieces of concept art provided by Spark and our own 'napkin sketches' and ideas.
Quarantine - I lead the conceptual design of this level and worked again with Ryan Kuehn. The level had no concept art or art direction provided so I was able to design and implement the entire look and feel within the confines of a very rough gray box. On top of building and lighting this level, I created many custom assets and textures to align with my ideas. Ryan and I were responsible for all elements of this level.
Alpha Lair - I worked on one side of this map and helped develop a way to differentiate the opposing sides (the map is almost mirrored in layout). I also built most of the center "lair" area. This work included world building, modeling, terrain, FX and detail placement, and an abundance of lighting. All additional art by Ryan Greene.
Outpost - Cameron Klevin and myself built this map. I was responsible for several areas including some that were cut for gameplay reasons (not shown). The below screens are areas I specifically built and lit. This level had some minor existing art when we started on it. I was allowed to make a lot of creative decisions and was actually able to contribute directly to some of the gameplay and design direction. As with the other levels, I did tons of modeling, optimizing, texturing, FX placement, world building, lighting, and conceptualization.
Stronghold- This level was also built by Cameron Klevin and myself. I was in charge of world building and lighting the Pirate factions half of the map. I built a large amount of terrain and flooring for other sections of the map as well. The below images show areas I was responsible for including texture swaps and various edits made by Capcom.
Copyright Tanner Ellison 2014