Ikaro was to be a puzzle based exploration game located in the main building of Plymouth College of Art, My job was to map out the entire college and build it up inside the UDK Level Editor and also work on puzzle coding and scaleform usage.
This is the first run through of the college level, it's very basic in design and doesn't feature much other then the main brush work and some early post process effects I was using (like film grain and a tunnel effect)
This next video shows updated lighting, render effects and some materials being used (For instance the floor is a render texture I was using to reflect the environment)
The interior level design was done with the use of floor layouts supplied by the college estate team and photos I had taken myself, although I cannot show the floor plans, I can show some reference photos that I took myself.
The following are some more in development shot's that I took from inside the Unreal Development Kit level editor
Orion
Orion was my summer show project for the final year of my Foundation degree, I wanted to explore new ways of research and development, for this I asked the help of members from the LDT Community where I'm currently assistant admin, Not only were we able to generate ideas but they also helped out with play testing of early versions of the game.
Here are some screen shots of the game level in development, the first is the player start in the game with a view of the earth.
This is the lobby in it's early form, it leads to the elevator to the training area.
This is the stairway from the elevator.
Wall running training area.
My own Easter egg.
The game was availible for the public to come and play on at the Plymouth College of Art summer show 2011, here are some pictures from the display room
Each line from a space invader went towards a students work display
We set up a UV light at both ends of the room and created a great effect using UV tape
We also added our own UV pong game on the wall
We had about 20 computers running 24/7 in that room and the windows were closed to stop light getting in so we used this cooler to bring down the room temperature
And this is Orion on display, the screen on the left ran the game and the screen on the right showed the development blog, I also had a sheet that showed controls in the middle with poster displays all around the area.
All documentation can be found at the development blog Oliver Curtis, Final Major Project Blog.
S-E-M-I
S-E-M-I is a new project I'm currently working on as part of my BA (Hons) Design for Games degree, I am working alongside Kieran Morris and Joshua Wallis.
Now much has been done so far as we are still in the research stage and have only just launched the blog but you can find it at S-E-M-I Development Blog
Untitled Project
The following video is something I created in a week, I wanted to create a night time environment in a run down part of a city, I used 90% UDK assets, some of the textures are my own, This was my first look into using my own particle systems as well (some are still default UDK fire systems)
DirectX 11 Work
I only started working with DX11 about 2 months ago due to finally getting a GFX that supported it, I first tried out Tessellation inside UDK, the documentation available was easy to follow and any questions I had were always answered on the UDK forums, the following image is a comparison of a normal material created in the DX9 version of UDK and a Tessellation version that I worked on first.
My latest look into DirectX 11 features in UDK is with image based reflections, I first saw this feature in the Samaritan Tech demo Epic had made in conjunction with Nvidia, the following image is my latest attempt at reproducing the look of the Samaritan Demo.
Still far from done but a nice start in my eyes, I will next add a rain particle system and further refine the reflection properties of the road and billboard.
If you want to have a look into DirectX11 for UDK, go to http://udn.epicgames.com/Three/DirectX11Rendering.html






















