A group of Second Year De Montfort University students studying Game Art Design.
This blog is to document our participation in the 'Off The Map' competition from Game City, Crytek and The British Library.

Submission completed.

So, yesterday we submitted our level.
We are happy with the way it turned out and feel it was completed to the best of our ability in the time available. The whole process has been a great learning curve for us especially in regards to engine work, now my team and I feel much more confident in using game engines and using them to realise our visions. This has been a great opportunity for us to work as a team and we found this to be a beneficial way of working. As we all have similar visions, we pushed each other to the best of our ability to achieve the quality we all strive for. I feel that we have achieved our goals of creating the gothic atmosphere and referencing gothic literatures successfully.
For the final submission the main changes were correcting lighting, making sure all collision is working correctly, fixing bugs, adding more sounds and finally adding our very own 'Masque of the Red Death.'

We have updated the crydev project page here.

So, here are our final renders and fly-through.

Time to play the waiting game.
Thanks for following and wish us luck :)

- Kat

Sounds like we are getting close to the end - Sounds in the level

With the deadline around the corner we have been busy at work, polishing and bug fixing the level.
One of the main improvements we have made is that we have properly addressed the sound in the level. Up until recently the only sounds we had finished were the sounds of rain and thunder outside, now we have ambient sounds in more areas of the level. This include soft outdoor ambience, distant thunder, rain on windows and so on. We have also now used a lot of the provided sound clips from the British Library. The provided rain sounds and 'woodland in winter' clips worked perfectly for the atmosphere we wanted to create.
We have given a decent amount of time just to tweak the sounds and get them to work in a way that is convincing and helps bring the player into the small world we have created. Sounds have made a massive difference to the feel and atmosphere of the level. As one of our main focus' was to really nail the creepy, unnerving atmosphere, the sounds really have helped to achieve this goals.

Almost there!

- Kat