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Level Work :: XCOM

The levels shown here were not released with the final game. The game changed art and story direction before being finally released by another studio.

I created quite a few assets for this project. Most of them by using existing textures.

Content:

[Version 2] - Rural Holiday Park

[Version 3] :: 2nd Reboot

[Version 3] :: Vertical Slize

[Version 3] :: Country Town

[Version 1] :: Military facility

[Version 1] :: XCOM Base

[Version 2] - Rural Holiday Park

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This level was almost alpha. It did run within our specifications on consoles and fitted into memory despite having wide open views in some areas.

I spent a lot of time setting up all the sublevels and streaming volumes for it to work.

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All the buildings in the level were built with a modular system that could easily be altered. They were also quite efficient in terms of memory use and performance.

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[Version 3] :: 2nd Reboot

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[Version 3] :: Vertical Slize

I polished this section for a vertical slice.

I also cleaned up most meshes and added better 2nd UV's for lighting. All lighting is baked within unreal editor.

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I improved or rebuilt most of the barn and other buildings and building meshes.

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The barn building and a part of a power station.

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[Version 3] :: Country Town

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I tried to capture the style of the 60's. I used only a few meshes for most buildings.

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A quick test for a blocked street for gameplay reasons.

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Iconic 1960's style buildings were our goal. Like this petrol station

Or a car wash building. Design required a major encounter with a lot of cover. So I tried to give them a lot of cover possibilities.

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[Version 1] :: Military facility

A earlier version of the game had this power plant in it.

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[Version 1] :: XCOM Base

The base from the earlier version of the game.

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The base would change over time when the player would visit it. These are earlier versions of the lab during it's construction.

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