jaclynhuchel@gmail.com
Jaclyn Huchel - Level Designer
  • Home
  • Professional Work
    • God of War
  • Individual Works
    • Writing Samples
    • Chaos Rains - Crysis 2
    • Thesis - Rise and Fall
    • The Murdered Prospekt - Source SDK
  • Resume
  • About Me
Picture

Development Info

Game: Unreal Tournament III
Engine: Unreal (UT3)
Development Time: 
Genre: First Person Shooter
Game Mode: Capture the Flag

Responsibilities

  • Design and construct map layout
  • Create a central Atrium and distinguishable Red and Blue bases
  • Design and Implement Lighting
  • Build and polish environment clutter
  • Script Elevators and moving Drill as a focal point
Download Level
Download Documentation

IceWorld PlayThru from Jackie Huchel on Vimeo.


Level Overview

Overview
Iceworld is a capture the flag map that takes place on the cold ice planet of Phrygia. In this level, a mining company discovered a temple on the other side of a large chasm. The company called in excavators who unearthed more of the temple, but overnight it came to life and pulsed with unnatural energy. Both the miners and excavators disappeared without a trace abruptly leaving the drill in the center spinning into the planets core.

Design Goals
  • Create a focal point of the level in the atrium: The Drill
  • Use lights and shapes to distinguish the red and blue bases between Human/Sci-fi and Alien/Fantasy
  • Create multiple pathways to traverse the atrium using various heights of bridges

Mission Type: Multiplayer Capture-the-Flag Game

Map Layout
Atrium
Bases
Post Mortem

 

Map Layout

Picture
Back to Top

 

Atrium

The visual aspects of the levels are to keep the bases distinguishable and utilize the drill in the center of the atrium both a focal point and pathways for verticality. The drill is always spinning rapidly and has snow particles spitting out of it, creating a bit of a fog around the atrium as well. The drill can be run over, around, or under and the bridges between are easily accessible to present players with numerous choices on how to approach enemies attacking from any direction. Critical paths and lighting within the atrium and bases the goal of the flag is within reach, but is not easy to procure. The large windows display the colored flags for any player who needs a reminder of which flag they are going after. 
Back to Top

 

Bases

Blue Base

The bases meshes and lights are more distinguished. The blue base has more cold stone and bright white lights and has more simple materials to feel solid and calm. The blue base aimed to give a more clean and human-like feel. Once, it was manned by miners who operated and repaired the constantly running drill in the center. However, they disappeared one night, leaving nothing behind and the drill still digging deeper into the planet's core.

Red Base

The red base has a lot of curves and round edges as well as wires jutted from the ceiling to the floor to feel more alive and pulsing. The statues give off a more temple-like feeling while the wires spitting out from them add the element of sci-fi mystery.
Back to Top

 

Post Mortem

What went Well

Challenges

What I learned

  • Using lights to distinguish the red and blue bases and designing the bases to display the flags to be seen from the atrium
  • Creating multiple levels of verticality within the atrium using the drill as a focal point
  • Creating the blue base to have as much detail within the meshes as the red base
  • Difficulties in environmental storytelling of the relationship between the two bases
  • Trying to have the lighting between the bases be subtle but not too flat


  • Multiplayer maps do not need super detailed backstory for players to understand the general premise of the location
  • Lighting to distinguish the bases and the atrium can be subtle and yet convey a lot with only small dashes of color
Back to Top

 Jaclyn Huchel