Unreal Championship 2 was my first title shipped at Epic Games. I feel super lucky to have UC2 as my first shipped title, the team we had at Scion Studios was absolutely incredible and I am extremely grateful of the guys who took a chance on the goofy looking college kid amongst seasoned industry vets, and welcomed me as a part of the team. UC2 is an amazing game that unfortunately was a little too late in the Xbox cycle, and too early for Xbox 360. I highly recommend playing it, its a fast paced, jumpy, crazy 3rd/1st person hardcore type shooter. Check out this awesome youtube video if you're unfamiliar with the game, this youtube user has very nice things to say. We had a small team working on this game, I was able to wear many hats, and learn and gain experience in may areas outside my comfort zone. I created a set of tiling wall, floor, trim, and deco environment textures for the high tech Egyptian environments, as well as textures for a majority of the meshes throughout the levels. I was also responsible for the UI, created layouts based on initial concept art, animated the UI, captured and edited video for weapon, character, and map portraits, created character portraits - lit/paint-touch up models(textures by Lee Dotson and Kendall Tucker), HUD design, and animated crosshairs. I was also involved with our cinematics, in doing After Effects motion graphics/design in post for the news room shots and other misc shots, as well as creating the news-room environment background (512 video texture of 128x128 gameplay videos on rotating tv meshes). Apologies for the super crappy camera-phone photos of the levels, the game is fairly old and had a hard time finding good screenshots of the levels, and was unsuccessful in getting the old build running. Unreal Championship 2: The Liandri Conflict was released on the Xbox. |
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The crosshairs below were designed to display the function of the gun, and inform the player of the current state of the weapon. Various weapons had alt-charge mechanics (1st, 2nd, 4th image below), some were very basic (3rd, the Flak Cannon). These were one of my favorite and challenging parts of the project. The Crosshairs had to be designed to match the feel of the weapon, and also had to animate in such a way that was informative without being too distracting. The crosshairs were designed in Photoshop, and animated in After Effects. Every weapon (12 total) in the game had their own custom crosshair with animating states for primary fire, alt fire, secondary function, and reloads, selected my favorites to show here. The crosshairs below are for the: Bio Rifle & Grenade Launcher, Dual Enforcers, Flak Cannon, Nakhti Pistols, and Sniper Rifle. |
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contact: maurymountain@gmail.com
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