Monday, 31 August 2009

Island Lighthouse - Concepts part 2.5

Just a very quick and dirty mockup in UE3 too get to know the editor again. It's been a while since I used it so this is  good practice, even though it doesn't look all that awesome...

If you want to get a job in the games industry, knowing how to use one of the readily avaliable editors is a good thing to have on your CV. Choices include Unreal Editor 3 (Unreal Tournament 3), Sandbox 2 (Crysis), Source (Halflife 2, Team Fortress 2) and the Enemy Territory: Quake Wars editor. There are of course a lot more than that you can experiment with such as Unity, Torque3D and even Blender. And of course, there are the in-house engines that a company might use instead but those you will get to learn on the job. But the good thing is, if you have shown that you can learn how to use a freely avaliable editor, odds are you will be able to learn the in-house one too. And of course you'll be more interesting to a studio that uses an editor you know how to use so it's a win win situation. At it's most extreme, it can be the difference between getting a job and not.


  1. Good progress - perhaps more foliage & growth on the rock-face, and, er, water - well, the water & reflections look like arse :) But that's probably an angle & reflection map / engine issue.

  2. Well, considering the cubemap on the water has nothing to do with the actual scene I'd say yes, it's a reflection map issue ;) It will change of course, hopefully get some realtime reflection going... Or at least a prettier cubemap.

    Growth on the rocks will come too, moss and maybe a stuntded bush/tree or two as well as grass. Got a friend down on vacation in Cornwall who will hopefully have some nice refefrence for me!