Sunday, February 19, 2012

Livestreaming.

Hey Everyone,
I think it's time we considered taking a bit of time out from our busy schedules to inform you about something quite intriguing in getting further insight into our level design process. That is, 'Livestreaming'.

Now, if you've been around the Internet long enough, you'll know that real-time video where the creator of the video can actually interact with their fans and those that are interested, can supersede those videos we upload, as well as the pictures/text posts we can offer in terms of communication.

Updating all of our fans and followers on our Facebook page as well as on this blog can prove to be an exciting and varied process, so that means we can add that to our enjoyment of designing/testing/developing the project. In addition, our Livestreams would allow fans to directly interact with us as the developers and fellow gamers, as we continue the development process to its deadline (it's getting closer - 9 weeks away!).


We will be streaming alternately throughout the weeks, separately from the normal updates, with mostly our development work and the odd gaming session between our team, on Battlefield, Left 4 Dead, the current Mass Effect 3 Demo and more...

That's all for this post,

Atamarashi (Lead Level Modeller at Blitz Design).

Tuesday, February 14, 2012

A peek at the design of the [Introduction]

Hey Everyone,
 As you all know, development, documentation and much more behind-the-scenes activities are going by in full swing with 10 of the 11 weeks to go until first release. If you haven't found out that date, it is once more, the 26th of April, so note it down somewhere safe if you'd like to take a journey in the map for yourself. 


Likewise, we have been taking attempting various designs for each section of the map, critiquing and experimenting with each one. Even though I had literally learnt most of my Left 4 Dead advanced mapping techniques from included Valve maps and mapping forums, we had decided to go with one of the more radical yet exciting ideas for the introduction sequence. 


It may still be rough ideas, after storyboard-ing the idea on our group design meetings on the start of the weekend, though we're definitely sure that it works excellently. If we had all the time in the world for development, I'm sure we'd have this sequence at least or even greater than Valve quality (which is quite an impressive feat). 

For issues tension and idea originality, we're not able to share exactly what is to occur in the introduction sequence, though what we can detail is that it involves some discreet dust trails and a point of no return. Possible yet rejected ideas involved a subway, and an exciting, high-intensity vehicle entrance cinematic, where those ideas simply did not fit the design brief, structure or theme we had set.


That's all for this update, stay tuned for more on this blog or on our Facebook page at https://www.facebook.com/blitzdesign.


Atamarashi (Jon), Lead Level Modeller at Blitz Design

Monday, February 6, 2012

Deadlines and Design Plans

Hey Everyone,
We've been away for a bit more than we've realised: We apologise for the inconsistent updates, as lately, we've been somewhat more disorganised than usual. 

However, that hasn't halted progress in our development. In fact, in order to seize the opportunity of displaying and demonstrating our project to a massive audience (our peers and those who may be interested, in their hundreds) at a traditionally annual school event, we've set an official dead line for this project to be finished from the design and testing perspective.

If you'd like to know the date of this early release, it'll be available as a Demonstration Build (packaged as a complete .vpk file) on the 26th of April. As hosting sites are difficult to come by, we'll attempt to upload the release to a multitude of hosts, including L4D Maps, Rapidshare, FileFront and MediaFire. 

I have a feeling that this dead line could inspire us so much with our development process and even spark a new project idea, but that's getting off on a tangent.

Stay tuned for increased activity and progress...

Atamarashi (Technical Lead/Mapper at Blitz Design).