Gears Of War: City Of Hope,

Long Road Home.

Screenshots:

Goal:

My goal with creating City Of Hope, Long Road Home was to create a decent size, but highly polished Gears of War level that would thrill veteran players, but as well be a great introduction to the game.


 

 Plot:

Marcus and Dom receive radio contact from Anya about a distress call that she received from Alpha squad. The locust army has shot down Alpha squads chopper and are making their way to the crash site. Marcus and Dom's objective is to cut through the city and reach Alpha squads crash site before the locust army does.

Summary:

City Of Hope, Long Road Home is a brief, single-player level for Gears of War with a unique enemy encounter and convincing visuals.

Challenges:

The most challenging design aspect in creating this level was creating a nice and balanced enemy encounter at the end of the level. There are three different encounters  in the streets outside of city hall. The first encounter, you team up with Alpha squad at the crash site to fight off the first wave of enemies. The challenge was being able to get enemy AI to spawn and use the turrets correctly. After spending some time on it, this was the scripting result.

The second encounter is when the player tries to make his way to the "Junker", the second wave of Locust then emerge from the ground, and the player is then suppressed with another squad of enemies.  The Third style of encounter is with the "Brumak". Once the player destroys the second wave of Locust,  the Brumak makes his way to the crash site. The challenge was being able to have the Brumak AI be destroyed, while having him perform a death animation. When the Brumak driver was killed, the Brumak himself would not die, no matter how many times you shot him. The solution was to have the AI destroyed, after the Brumak driver was killed and immediately teleport a skeletal mesh in its place to perform a death animation.

Extensive play testing on this level was necessary to make the enemy encounters fun and intense without making it frustrating for the player.

Role:

I developed the level from initial concept to final product.

  • Designed level layout, events, encounters, and storyline
  • Created playable space using BSP
  • Scripted all events and encounters using Kismet
  • Placed all static meshes, dynamic objects, and light actors

All game assets were created by Epic Games for Gears of War.

 
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