RESUME & LEVEL DESIGN PORTFOLIO 个人简历及作品集 https://space.bilibili.com/432263272/video https://www.artstation.com/jt_guanARTSTATION:BILIBILI: 管 骏涛 JUNTAO GUAN
ArchitureCONTENTApproaches To Level Design Watch Dogs in Architecture Project Orgrimmar in Architectural View Buddha Ruins Design Skill Elder Hunting Ground Art TempleSkill Ruins Level Design Understanding Unreal Engine Level Practice Architecture Skill To Level Design Resume
Duty: Storyboard Design/ Podium Facade Design/ Perspective Coordination
International Competition First Prize | Bid-winning Scheme
Duty: Storyboard Design/ Podium Facade Design
Gaming Center Test Fit
Tsinghua University Tongzhou Financial Development And Talent Cultivation Base Planning And Architecture Design
RESUME
International Competition Finalist
GENSLER Shanghai| Architectural
Duty: Project Understanding/ Storyboard Design
Duty: Storyboard Design/ Facade Design
Duty: Storyboard Design/ Architecture Facade Design
Chicago Goose Island Design Competition Honorable Mention
Duty: Plan Design/ Facade Design
Bytedance Yangpu Waterfront Project
Concert Hall Architecture Design
John Judson Rowland Architecture Award
Scholarship
West Paces Urban Complex
Bachelor Of Urban Planning
Duty: Plan Design
Duty: Storyboard Design/ Architecture Facade Design
DESIGN | Intern Designer Paul
Design Work Is Published On 2014 Works Of Exchange Programs Of Architecture School Of China
Duty: Document Design/ Interior Design
Zhukuan Group Guangzhou New E-Sport Center Project
Excellent Work Of 2014 Exchange Programs Of Architecture School
International Competition First Prize | Bid-winning Scheme
Midea Shanghai Headquarters Architecture Design
20092014.062014.062016.042017.052018.042018.04-2014
Duty: Document Design/ Interior Design
Duty: Plan Design
Email:juntao_g@qq.com Portflio Contact
Duty: Storyboard Design/ Tower Facade Design
Duty: Storyboard Design/ Landscape Design
2018.07 - 2019.07 2018.01 - 2018.05 https://space.bilibili.com/432263272/video https://www.artstation.com/jt_guan
WORKING EXPERIENCE
Duty: Storyboard Design/ Tower Facade Design/ Perspective Coordination
Auburn Avenue Student Housing
Duty: Storyboard Design/ Tower Design/ Perspective Coordination
Prize
International Competition First Prize | Bid-winning Scheme
Duty: Document Design/ Interior Design
CFLD Songhua River No.1 Office Building
Sebring Memorial Park
EDUCATION
Underground Atlanta Studio Award
Duty: Storyboard Design/ Architecture Design/ Perspective Coordination
JD Shanghai West Station Mixed-Use Project
Minmetals Changsha Headquarter Design
GENSLER Atlanta
First In Villas Design Competition For Katara In Doha Qatar
2017 Uli Hines Competition Honorable Mention
Verizon Store
CMG Zhanjiang Cruise Terminal Architectural Design
Duty: Document Design/ Interior Design
Hills
First Prize Of International Student Design Competition
Second Prize Of Underground Atlanta Competition
Best Portfolio Of Georgia Tech M. Arch Project
Duty: Document Design/ Interior Design
Georgia Institute Of Technology Chongqing University
Chick Fil A Restaurant
HONOR AND AWARDS
Phone/Wechat:13225699513
The Springs Community Center
Travel Scholarship For Excellent Student In Georgia Tech
Church Architecture Design
Under Armour Store in K11
REE’S M. Heffernan 2019.09 - 2022.032015 - 2018
| Technical Designer
Jiushi Shanghai North Bund Twin Tower
Master Of Architecture
Designer
Urban and Architectural Complex Conceptual Design of Lijiao Core Area in Haizhu Innovation Bay
Duty: Storyboard Design/ Tower Facade Design/ Perspective Coordination
以建筑学方法设计关卡把《看门狗》装进建筑作品 WATCH DOGS IN ARCHITECTURE PROJECT ARCHITECTURE APPROACHES TO LEVEL DESIGN
ARCHITECTURE DESIGN OVERVIEW
Then, freed from the constrains of the physical world, the design can be more ambitious. The space is designed to have more sense of technology and future. For example, instead of using steel structure, the floating pool is now suspended by magnetic system.
- Last but not least, architecture is designed for the realistic lighting environment while the level design has more possibility to control the lighting. The way how daylight introduced to interior, the color of the light and the light-dark relationship are purposefully remade to help generating certain game experience.
DESIGN MODIFICATIONIDEA LEVEL DESIGN
After in-depth study, we find out there is a strong centrality whether in city layout, architecture form or geometric patter of Islamic culture. To respect this characteristic, the design language is chosen to present this centrality. Another important finding is there is strict gender segregation in Islamic family, even the communication between brothers and sisters is limited. To challenge this tradition, the design setup a family public core including the dome on top, the floating swimming pool in the middle and entertainment zone at the bottom. Bedrooms are put around the core. The idea is to encourage all family member interact with each other.
PROJECT BACKGROUND
FOR
DESIGN IDEAS AND MODIFICATION FOR LEVEL
-
- First of all is the function of rooms. After tuning the architecture project to game level, the building shifts from the convenient place for inhabitants to the well defensed enemy base full of tricks. Thus, some of the rooms is modified to support the building security system.
This project is the 1st price of the International Competition Of Qatar Katara Hills Phase III Villas Design. The Katara Hills is a holiday resort located adjust to the east seashore of Doha. The building type is single family villa and the building area is 1200 square meter. During that time, Qatar was highly developing based on the abundant petroleum reserve. On one hand, the city is growing fast, and on the other hand, as an Islamic country, they have strong restriction because of the religion. The international culture and local Islamic culture communicate and interact with each other in this city. Holiday villa is a special building type allowing people shortly escape from daily life. So the competition sponsor is eager for some experimental and ambitious ideas which can break the rules from the participators.
- Secondly, due to the level is designed as the stealth game, several negative space is needed for the players to hide. Some of the walls, doors and windows are relocated to create corners and wall shaded places which the players have chance to avoid the view of securities.
Several modifications are taken into place to adjust to the level setting:
LEVEL WALKTHROUGH
In this level, Marcus and DedSec get the information that the world’s only limited edition supercar “T-800” is owned by a rich guy in Middle East. After in-depth investigation, this guy is actually one of the investor of Blume. Now, that guy is on vacation in the villa in Doha Qatar with his wives as long as T-800. Marcus and his team come to the site and are ready for steal T-800, creating some “surprise” for Blume.
LEVEL WORLD SETTING
This Level setting borrows the world setting from Watch Dogs 2. In the future, as the development of technology and the popularity of smart living, electronic sensors are put in almost all articles of everyday use. The Blume Corporation, world largest tech company, is monitoring the world by their CTOS2.0 system. Through the system, they invade people’s privacy such as phone content, bank coding, and even daily Thebehavior.main character Marcus and his hacker team DedSec want to reveal the truth of Blume. On one hand, they keep bringing troubles to Blume all over the world. On the other hand, they upload their actions to the social network to attract the public attentions and inform people the monitored environment.
There are two phases of this level. Phase A is warming up that help player to understand the basic operation of each systems in game. Marcus remotely control Robotic Rat to explore the villa through ventilation system. The Rat will locate the position of security and plug in virus to the villa central computer. In Phase B, Marcus will stealth into the villa based on the information collected by Rat. He will avoid security, beat the household and take the supercar.
WORLD SETTING LEVEL MISSION
DOOR STAIR YARD BUILDINGWALLWALLWINDOW
SECOND FLOOR
LEVEL
GROUND FLOOR LAYOUT BASEMENT
Suspended Pool Suspended Pool Entertainment Film Room RoomServerRoomControlCentralCargo Lift Cargo Lift Cargo Lift Book ReadingStorageRoom Balcony Terrace WindowTerrace Balcony Door Corridor Window Corridor Garage Door Dining Kitchen Elevator Elevator Elevator GateGateway WindowSide DoorEntrance Front Yard Garage WindowGarage Guestroom CornerStair Master BedroomChangingBathroomBedroomRoom
Warm Cold Gate Gateway WindowSide DoorEntrance Front Yard WindowGarageGarage Guestroom CornerStair
EXTERIOR_GATE lighting, sunlight in middle east on building’s warm wall.
strong
AND ENTRANCE GATE BUILDING ENTRANCE 1 1 2 2 1ST FLOOR Atmosphere: Natural
43
GUESTROOM CORRIDOR3 4
Warm Cold Atmosphere: Daylight come into interior through the large transparent windows.
INTERIOR_1ST FLOOR_GUEST ZONE 1ST FLOORWindowGarageDoorEntranceGarage Guestroom CornerStair Corridor Window Corridor
1ST FLOOR
INTERIOR_1ST FLOOR_FAMILY CORE
Warm Cold Pool
Cargo Lift Garage Door Kitchen Elevator
Suspended
1ST FLOOR PASSAGE5 6
Atmosphere: As the player move in, the suspended pool acts as a big prism tinting the sunlight into cold color.
56
1ST FLOOR SWIMMING POOL
BASEMENT PASSAGE ENTERTAINMENT ZONE7 8 7 8 Warm Cold EntertainmentFilmRoomRoomServerRoomControlCentralCargo Lift Elevator BASEMENT INTERIOR_BASEMENT_ENTERTAINMENT ZONE Atmosphere: As the player move deep, the lighting environment becomes colder and darker.
2ND FLOOR SUSPENDED POOL
2ND FLOOR PASSAGE9 10
910 Warm Cold 2ND FLOOR Suspended Pool Cargo Lift Book ReadingStorageRoom Balcony BalconyWindowTerraceDoor Elevator Master ChangingBathroomBedroomBedroomRoom INTERIOR_2ND FLOOR_FAMILY CORE Atmosphere: The 2nd floor becomes slightly lighter, making contrast to the final darkest space and enriching the level pacing.
INTERIOR_1ST
Warm Cold Garage Guestroom Window Corridor FLOOR_GARAGE
Till now, the level finish the transition from bright to dark and from warm to cold
11
1ST FLOORWindowGarageDoorEntrance
Atmosphere: Come to the final garage, the artifitial lighting is dark and cold.
车库11
CornerStair Corridor
S5
-Beatable by when 1 on 1S6R6[UNLOCK] [FIGHT] [FIGHT] [FIGHT] [FIGHT] [FIGHT] [FIGHT]
[FIGHT]
-Wife -Wife -Wife -Like watching movies -Like reading -Former professional fighter -Wife -Servant -In charge of family shopping-Can marry 4 wives in Islam
-Will fight back when -Fingerprint can the vehicle -Beatable by when 1 on 1 -Unbeatable by -Beatable by when 1 on 1 -Beatable by when 1 on 1 -Beatable by when 1 on 1
[BACKSTUN] [BACKSTUN] C1 C2 C3 [REPLACE] [CUTOFF] -Household
Setting: The sight of the security is 90 degree front / Security are unbeatable by
CAMERASECURITY RESIDENT AI SETTING
Setting: The sight of the residents is 90 degree front
-Patrol the building entrance -Patrol the 1st floor corridor -Stand guard at the courtyard -Stand guard at the terrace of 2nd floor -Watch the family core of 2nd floor-Watch the 1st floor corridor
-At the building entrance -At the end of 1st floor corridor-At the 2nd floor balcony door
-In the central control room
Setting: The sight of the camera is 90 degree front / The camera is dual system, firstly in the central control room watches the monitor, then the camera itself is an alerter will recognize the strangers / To break the camera player need both of
-Patrol the yard gate
-Can be
S1R1 R2S2 R3S3 R4S4 S5R5
AI LOCATION R6 R1 SxRx R1 S1 S2 S3 S4 R3 S5 R2 R4 S6 C2C1 C2 CxOriginal Location of Resident Original Location of Security Security Patrol Path Camera Location Security Sight Camera Sight 1ST FLOOR BASEMENT
2ND FLOOR
-The shocker also equipped with pinhole probe
-Electric shock AI by -Read data from computer-Transfer data with support team
[SCAN]
SCOUT PROPS_ROBOT RAT
-Plug-in virus to computer under air vent by robotic arm -Read data from computer under air vent by robotic arm
-3d print silicone film of fingerprint -Replace the camera image -Cutoff camera auto alert system
Setting: The energy of Robot Rat can only support Phase A / Before finishing Phase A, Rat can go back to reset the electric shocker location
[MOVE][MOVE]
PLAYER
-Active smart phone -Take long time, will certainly be found by AI-Active smart phone
- the vehicle
[BACKSTUN] [FIGHT] [READ]DATA[INSTALL]ELECTRIC SHOCKER [UNLOCK]
[CUTOFF] Ex E1 ExEx
[HIDE]
CARRY-ON PROPS_SMART PHONE
-Rat climb up the wall -Peep at under space through air vents -Install electric shocker at air vents -Active smart phone
-Rat move in ventilation duct
-Player crouch in corner -Stun AI from back-Basic move function
-Active smart phone-Active smart phone
[TRANSFER]
-Only one AI per time -Security are undefeated
-Only one AI per time
-Take long time, need cleaned room -Observe situation by -Check camera location
- is mandatory, the others are optinal
[PLUG-IN]VIRUS
[REPLACE]CAMERA IMAGE[UNLOCK] [E-SHOCK] [READ]
-Won’t be found by AI
[UNLOCK] [REPLACE][OBSERVE][INSTALL] [INSTALL] [E-SHOCK]
PLAYER AND PROPS SETTING
-Player hide behind wall
CARRY-ON PROPS_FINGERPRINTER
-Unlock the smart locker
-Scan the fingerprint in rooms
[CLIMB] [PEEP]
[OBSERVE][CUTOFF]CAMERA ALERT
[3D PRINT]
VENTILATION
2ND FLOOR
1ST FLOOR BASEMENT
LAYOUT II [INSTALL][PEEP] [PLUG-IN] [READ]
Interior Air Vent to Exterior Air Vent to Enter/Leave the Building Vertical Ventilation Pipe Upwards to 2nd Floor Vertical Ventilation Pipe Upwards to 1st Floor Vertical Ventilation Pipe Downwards to Basement Horizontal Ventilation Pipe
A1-2
-Rat steal into the building, confirm the AI location, install electric shocker -Confirm the AI location, plug-in virus to control room, install electric shocker -Confirm the AI location, install electric shocker, leave the building
A1-3
START TO BASEMENT 2FTO
FINISH
A1-4 A2-1 A2-2 A2-3
A3-2A3-1 A3-3 A3-4
PHASE-A1: 1ST FLOOR
PHASE-A2: BASEMENT
A1-1
PHASE-A3: 2ND FLOOR
PHASE A WALK THROUGH
-None-None Servant is cooking is swimming in the pool
-Arrive at Core air vent
-Rat to the air vent and get into the building
PHASE A WALK THROUGH DETAIL
-Get close to the building and observe Walk Through Walk Through
-Caught -SendFailurebyConditiontheRoboticRatwhen leave Find the air vent location on the wall patrol path patrol path
R6R6
[PEEP][PEEP]
location of camera location of camera
-(Optional) electric shocker R1 R1 S1 S1 S1 S3 S3 [PEEP] [PEEP] To Basement[INSTALL]
A1-1 A1-2 A1-3 A1-4 E1 E1 C2C1 E(2) E(2)
S1
PHASE-A1: FIRST FLOOR
-Arrive-None at Corridor air vent
Failure Condition Walk Through
Walk Through
-Arrive at Kitchen air vent
START C1 C2
Failure Condition
-Downward to basement through vertical pipe- electric shocker
[INSTALL] (OPTIONAL) [INSTALL] [INSTALL] [PEEP] [PEEP] [CLIMB] [CLIMB]
Failure Condition
[INSTALL] (OPTIONAL)E(3) To 2F II
-Arrive at Entertainment zone air vent Failure Condition
- virus to the computer in Central Control Room
is watching the monitor
[PLUG-IN]
[PLUG-IN]
A2-1 A2-2 A2-3 [INSTALL] E(3) R3 S5 S5 S5 R3 R2 R2 [PEEP]
Not able to
Failure Condition
-Try to data but it takes too long time, caught by
[PLUG-IN] [READ] [READ][PEEP]
*Trick Point, inform the player himself need to be here to get the data
Walk Through Walk Through
Walk Through
-Arrive at Server Room air vent[PEEP] [PEEP]
-(Optional) electric shocker
-Upward to 2nd floor through vertical pipe
PHASE-A2: BASEMENT
PHASE A WALK THROUGH DETAIL
Failure Condition
[PEEP]
-Arrive at Central Control Room air vent
This vent is far from the computer
[PEEP]
are playing table tennis -None -None
PHASE-A3: SECOND FLOOR
-Leave the building through bathroom air vent
-(Optional) electric shocker
R5
C3C3
A3-1
PHASE A WALK THROUGH DETAIL
-Arrive at Master Bedroom air vent[PEEP] [PEEP] [PEEP] [PEEP] A3-2 A3-3 A3-4 E(4) E(6)
E(5)
Failure Condition Failure Condition Failure Condition Phase A complete! -None -None-None
-(Optional) electric shocker
-Arrive at Book Storage air vent
*Trick Point, installing shockers here will not help
Walk Through Walk Through Walk Through Walk Through
[PEEP] [PEEP] [PEEP] [PEEP] [INSTALL] [INSTALL] [INSTALL] (OPTIONAL) (OPTIONAL) COMPLETE! E(5) E(4) E(6) R4 R4R5
(OPTIONAL)PHASE A
-Arrive at Reading Room air vent
-(Optional) electric shocker [INSTALL] [INSTALL][INSTALL]
-Arrive at Passage air vent
No AI hereis searching for books is resting here
Location of camera
*Trick Point, installing shockers here will not help
-Avoid AI, unlock the door, break the camera and steal into the building -E-shock AI, confirm the location of the target vehicle
B1-2 B1-2 B1-2 B2-1 B2-1 B2-2 B2-2 B2-3 B2-3 B2-4 B2-4
B1-1 B1-1
START TO BASEMENT
B1-1B1-3 B1-3 B1-3
-Avoid AI, escape the emergency and downward to basement through stair
PHASE-B2: 1ST FLOOR GUESTROOM
PHASE B WALK THROUGH
PHASE-B3: 1ST FLOOR FAMILY CORE
B3-2B3-1
PHASE-B1: GATE AND ENTRANCE
PHASE-B5: 2ND FLOOR
B6-1B6-2 B6-3 B6-4 B5-5B5-6
-Avoid and stun the AI, download the vehicle system data
PHASE-B4: BASEMENT
-Come to 2F, avoid AI and scan the fingerprint in master bedroom
B4-6B4-4B4-3B4-5
PHASE-B6: 1ST FLOOR GARAGE
B4-1 B5-1 B4-2 B5-2 B5-3 B5-4
-Back to 1F through Elevator, defeat AI, steal the vehicle, mission complete!
To 2F To 1F
MISSION COMPLETE!
PHASE B WALK THROUGH
- behind Side Window - behind Gateway patrol path patrol path patrol path patrol path
[REPLACE] [HIDE] [HIDE]
S1 S1 S1
Failure Condition Failure Condition Failure Condition S1 Location of camera C1
E1
[HIDE] [HIDE] WindowSide WindowSide WindowSide Gate Gateway Stair Corner Entrance [UNLOCK] [HIDE] [OBSERVE][HIDE]
-Arrive at Side Window when leave -Arrive at Gate when leave
-Use smart phone to Gate- behind Side Window
-Caught by -Caught by
S2 S2 S2 S2 S3 S3 S3 S3
- at the Stair Corner when leave - Entrance Door when turn around - interior through
S1 S2 S2 S2
[CUTOFF] B1-1 B1-3B1-2 C1 S2 [REPLACE]
-Caught by either
[CUTOFF]
C1 C1
-Get close to the building and observe E1
[UNLOCK] [UNLOCK] [UNLOCK] [HIDE]
PHASE B WALK THROUGH DETAIL
[OBSERVE][HIDE]
PHASE-B1: GATE START Walk Through Walk Through Walk Through
-Use smart phone to
[HIDE] [E-SHOCK]
-Check the Vehicle
[HIDE]
PHASE-B2: GUEST ROOM
-Contact support team
Need household’s fingerprint to unlock Vehicle door
Garage
[HIDE]
Confirm the location of the Vehicle
[HIDE]- behind Side LocationWindowofcamera
[CUTOFF][REPLACE]
-Brutally unlock Vehicle, activate the alert [REPLACE] [CUTOFF]
-Caught by
-Caught by
Walk Through Walk Through Walk Through Walk Through
-Caught by -(Optional)Moveeither body to the corner
WindowGarage
Need Vehicle system data, may in the Control Room or Server Room in basement
[HIDE] BODY
-Use smart phone to by
patrol path
Garage
- behind Garage Window - behind Corridor Window
D1 E1 S3 S3 S3 S4
WindowCorridor Garage Door Garage Door
- Garage Door
[HIDE] (OPTIONAL)MOVE
-Pass the corridor when turn around patrol path
PHASE B WALK THROUGH DETAIL Window
[UNLOCK]
Need hack in Vehicle operation system
E1
B2-1 B2-3B2-2 B2-4 C2 C2 C2 C2 S3 S3 S3 S3 S3 S4 S4 S4 S3 [OBSERVE][E-SHOCK]
Failure Condition Failure Condition Failure Condition Failure Condition
-Use smart phone to
Can’t directly hack in using smart phone
[UNLOCK]
*Emergency
Failure Condition Failure Condition
PHASE-B3: 1ST FLOOR CORE
-(Optional)If in Phase A is swimming in Suspended Pool E(2) E(2) B3-1 B3-2 R1R1 R1 R1 R6 R6 R6 R6 R6 R6
If didn’t in previous phase by is leaving the Kitchen for Dining Room
Walk Through Walk Through
-Caught by either-Caught by
[E-SHOCK] R6 R6 R1 E(2) R1
-Pass the corridor when left
(OPTIONAL) [OBSERVE] (OPTIONAL)[E-SHOCK][E-SHOCK]
[HIDE]
-Pass the corridor when turn around
To Basement [OBSERVE]
-Arrive at the stair downwards to basement
- in Stair Corner Kitchen [HIDE] [INSTALL]
PHASE B WALK THROUGH DETAIL
almost finish the dish
Suspended Pool CornerStair CornerStair Suspended Pool Kitchen Kitchen
RoomControlCentral RoomControlCentral (OPTIONAL)
[BACKSTUN] B4-3 R2R2 R4R3R3 S5 R2 R3 S5 [BACKSTUN] [READ][UNLOCK] [READ]
is watching the monitor by -(Optional)If in Phase AE(3) E(3) S5 S5[E-SHOCK][OBSERVE]
[HIDE]
Failure Condition Failure Condition Failure ConditionR4 R4
R1 R1 R1 R2 R2 R3 R3 R3 R3 R3 R3 R2 R2 R3 S5
- Central Control Room Door - if didn’t him in previous phase [UNLOCK]
- the computer but the data is not in this room
[E-SHOCK]
PHASE B WALK THROUGH DETAIL PHASE-B4: BASEMENT [HIDE]
-Cross the passage after leave -Arrive at the stair downwards to basement *Emergency come to basement heading to Film Room -Cross the passage when turn around-Cross the passage when turn around
[HIDE] [HIDE] B4-1 B4-2 R1
Central Control Room [INSTALL]
Walk Through Walk Through Walk Through
EntertainmentEntertainment Film
behavior - behind the wall
Eavesdrop on their conversation is heading to grocery in a while with is playing table tennis -Arrive at basement and behind the wall E(3)
R2 R2 R2 R2
Entertainment Room [E-SHOCK]
-Caught by either -Caught by either -Caught by either
-Cross the passage after leave
by either -Caught by either -Caught by eitherR2 R2 R2R1 R3 R6 R3 R3
-
PHASE THROUGH
-Head
-Caught
B WALK
[READ] [READ] [READ] [UNLOCK] [UNLOCK] [UNLOCK] RoomControlCentral RoomControlCentral RoomControlCentral Cargo Lift Cargo Lift Cargo Lift PHASE-B4: BASEMENT
Walk Through Walk Through Walk Through
Failure Condition Failure Condition Failure Condition
*EmergencyIfdidn’t
in previous phase come down to serve dishes R6 R6 [E-SHOCK]
Server Room Door[UNLOCK] - the computer and get the Vehicle operation data - data to support team for decoding [READ]
DETAIL RoomServer RoomServer -Cross the passage when turn aroundR2 R2 R2R3 R3 R3
to 2F using the Cargo Lift when turn around-Head to Server Room when turn around [TRANSFER] [HIDE] [HIDE] [HIDE] [HIDE] [HIDE][HIDE] To 2F B4-4 B4-5 B4-6 R6 R6 R6 R6 R2 R2 R2 R3 R3 R3 S5 S5 S5 [READ] [UNLOCK] [UNLOCK] [TRANSFER]
-Defeat by
- behind the wall
leaves Pool and heads to Master Bedroom
*Trick Point, player alreay stuned the AI watching the monitor in Central Control Room, may ignore the camera herewears earphone and doesn’t notice player
[HIDE][HIDE] [HIDE] C3 C3 C3 S6
Walk Through
*Emergency
Failure Condition Failure Condition
Suspended Pool
PHASE-B5: SECOND FLOOR
[HIDE]
Walk Through Walk Through
[CUTOFF]
-Move to the other corner after leave R1 R1
B5-1 B5-2 E(4) R5 R1 R5 [HIDE]
-Enter Master Bedroom when turn around behaviorS6 S6 [HIDE]
ReadingStorageBookRoom
R1
just pass by the Cargo Lift
-Use[HIDE]smart phone to C3[CUTOFF]
Terrace Window Terrace (OPTIONAL) [E-SHOCK]
-Arrive at 2F by Cargo Lift
*Trick Point, lure player to attack AI but she is actualy unbeatalbe
PHASE B WALK THROUGH DETAIL
- behind the wall
R5 S6R1
B5-3
-Caught by either
- Leave from Book Storage after enter Reading Room [HIDE] by -(Optional)If in Phase AE(4) E(4)R5 R5R5 R5 [E-SHOCK][INSTALL]
- in the corner
-Caught by
Failure Condition
[HIDE]
[HIDE]
*Emergency if didn’t in previous phase leaves Reading Room and heads to BedroomR5
-Caught by -Caught by -Caught by either
[HIDE] [HIDE]
[HIDE]
-Leave Master Bedroom before finish the shower
(OPTIONAL) (OPTIONAL) [E-SHOCK] Balcony Elevator
ChangingRoom
-Take Elevator to 1F
R5 C3 S6
R5
- behind the wall
Terrace Window Terrace Window Terrace Terrace
[HIDE] B5-4 B5-5 B5-6 R5
R1 by Reading Room finished the reading and about to leave -(Optional)If in Phase AE(4) E(4)R5 R5 R5 [E-SHOCK]R5 [E-SHOCK] [INSTALL]
-Leave Master BedroombehaviorS6 S6[HIDE][HIDE]
-Go behind the wall when turn around
-Enter the Master Bedroom - is taking shower in Bathroom - fingerprint in Master Bedroom and Changing Room[SCAN]
浴室 To
PHASE B WALK THROUGH DETAIL PHASE-B5: SECOND FLOOR
[OBSERVE]
[HIDE][HIDE] 1F S6 [HIDE] [HIDE] [HIDE] [HIDE] E(4)
[SCAN]
[SCAN]
-Move to Balcony until left
Failure Condition Failure Condition Failure Condition
Walk ThroughWalk Through Walk Through
Master Bedroom Master Bedroom Master Bedroom ChangingRoom ChangingRoom
[OBSERVE]
R1 R1 S6 S6
S3 S3
PHASE-B6:
-Didn’t Corridor by , both AI and defeated
[OBSERVE] R1 R1 R1 R1 R1 R1 S3 R2 R2 R2 R2 R2
behavior - behind the wall -Wait for the decoded Vehicle operation system from support team - silicone fingerprint membrane
Failure Condition
- in the corner
[UNLOCK]Complete!Mission
PHASE B WALK THROUGH DETAIL
- Corridor by
[HIDE] [HIDE] [OBSERVE] [3D PRINT] S4 [OBSERVE]
GARAGE
E1
- Head to garage when turn around [HIDE]
*Emergency are coming to Garage for the Vehicle
Walk Through
B6-1 B6-2 B6-4B6-3 S3 S3
-Leave the building Beat the other one
-Caught by [UNLOCK][UNLOCK][UNLOCK][3D PRINT] [TRANSFER] E1 E1 [BACKSTUN] [FIGHT] [FIGHT]
- Vehicle operation system
-Arrive at 1F by Elevator
-Enter Garage
- Vehicle door by fingerprint membrane
-Support team the decoded data to smart phone
Failure Condition
Wait for one of , then with the other one
(OPTIONAL)MOVE BODY (OPTIONAL)MOVE BODY (OPTIONAL)MOVE BODY (OPTIONAL)MOVE BODY Garage Garage Garage Garage
R2[HIDE] [HIDE] [HIDE] [HIDE] [BACKSTUN] [FIGHT]
S4
Move and hide body when turn around -(Optional)If didn’t hide body in previous phase S4 S4S4S3 S3
Walk Through Walk Through Walk Through
- is not moved and discovered by
- Garage Door
[HIDE]
Failure Condition Mission Complete!
关卡理解和分析建筑师如何拆解奥格瑞玛? ORGRIMMAR IN ARCHITECTURAL VIEW LEVEL UNDERSTANDING
MAIN ELEMENTS IN URBAN ANALYSIS SCALE STRUCTURE FUNCTION FORM EXPERIENCE
Valley MainStrengthofPathThrall TheVol'jinSaurfangBranchDragVallye EntranceSpiritof Cleft StaircaseShadowofValleyHonorof Valley Wisdomof Hunter Alchemy Warlock Tailor Priest Skin Warrior SecondaryHerb Profession Trainer Class-related Vendor General Vendor Primary Profession Trainer Class Trainer NPC HeroCirculationZoneRogue Enchant Mage Pet Demon Leatherwork MinerEngineerBlacksmith Mount WeaponAuctionArchBulletButcherReagent 0 比例尺 角色单位时间行进距离 1020 40s FlyCookFishBank FirstInnAid GuildPVP Good BattleFix ShamanPoison 南门 主入口 西门 次入口 总平面图是概括反应全部设计内容的"一页纸信息",即 将奥格瑞玛城的尺度、结构、功能、形态、流线逐层叠 加的综合展示,将文字描述图示化,方便设计团队阅读 理解。 MASTERPLAN_ONE PAGE INFORMATION Masterplan is the one page information generally presents design content including Orgrimmar’s scale, structure, function, form and circulation. The graphic diagram is easy for the team to understand and communicate.
20s Distance Distance20s 30s Radius 10sRadius 20sRadius 15sRadius 经过在游戏中跑图测试,角色水平行进20秒的距离为左 图中的一个网格的边长。由此,可以将奥城地图的空间 尺度转化为时间尺度,以理解城市各个区域的大小和玩 家在其中的行进时间。 SCALE According to the test in game, the distance that player moves 20 seconds is shown as the side length of one grid unit in left diagram. Thus,we can transform the spatial scale to time scale, helping us to understand the size of different zone and the time players spend in the city.
The ProfessionsDrag Zone Valley of Strength Public Vendor Zone
Cleft
Valley of Honor Physical Class Zone
of Shadow “Shaded” Class Zone Valley of ValleyShamanWisdowZoneofWisdomSpellClassZone 奥格瑞玛为“组团式”结构,互有关联的建筑物布置在一 起形成组团,服务于全体玩家的商人组成公区,各组团 和公区由城市主要道路串联。 Public PublicClass Class Class Class Class STRUCTURE Orgrimmar is structured as groups. The different classrelated buildings are organized together as private zone. The building serves all players are put closely as public zone. All zones are connected by streets.
Warlock Warrior Provide Material Secondary Trainer Class-related Vendor General Vendor Daily Vendor Low Frequency Profession Trainer Class Trainer RogueFactionShamanClass Shaded Class(Melee/Ranged) Physic Class(Melee/Ranged) Spell Class Spell ClassPhysic Class PoisonHunter 在魔兽世界中,主城的功能主要分为三个大类,玩家学 习技能的职业训练师、学习制造业的专业训练师、进行 交易的商人。 FUNCTION CATEGORY In World of Warcraft, the main city have three major function, class skill training, profession training and exchange.
SkinHerbEnchant
AuctionMount ArchBullet Butcher WeaponReagentMaster FlyBank CookFish First Aid Inn Guild PVP Good BattleFix
Leatherwork
Tailor
Hunter Alchemy Priest MagePetDemon MinerBlacksmithEngineer
MinerEngineerBlacksmithWarrior
Vallye of Spirit
公区
Orgrimmar’s planning is similar to university campus. Students in different major have their own school building where they can gain belonging and identity. Meanwhile, there are also common space like student center and food hall for communication. In game, there are individual Class Zone as long as public Vendor Zone functioning the same Theway.intelligent part is this partition is not absolute. In Class Zone the designer also put in several public vendors. For instance, the weapon master, fish trainer and mount vendor in Valley of Strength. Thus, all players naturally move to different zone and experience the whole city.
Hunter
PriestMage Pet Mount Cook
Valley of Honor
ShamanThrall
FUNCTION LAYOUT
Valley of Wisdom
ArchBulletButcherReagentAuction Reagent Fly PVPBankInnGuildGood Battle Fix Fix
Fish First Aid
Valley of StrengthTheDrag
Cleft of Shadow
WarlockRoguePoison Demon Reagent Weapon Fix
Public Class Class Class Class Class
AlchemyTailor HerbSkinEnchant Leatherwork
CIRCULATION
The transportation system of Orgrimmar is clear. The basic spine is composed of one inner circle and three main path toward to entrance and point of interests. Then branches are added to this spine to connect all the city.
What’s more, the streets system is designed to help making a vivid city. To avoid negative dead space, some common vendors are put to the end of each path so every street end is functioned.
奥格瑞玛的流线非常清晰,一个环形加上向东南西北四 个方向延申的主路连接城市各个重要空间,以此构成道 路的基础骨架,再填充支路连通城市中的各个空间。 此外,在主城道路系统的尽端,即在地图边角且位于道 路尽头,设计师布置了服务于全职业的NPC,避免整个 城市出现人气过低的消极场所。 楼梯 楼梯 萨尔大厅 副本 南门 主入口 西门 次入口 勇气之环 1m50s 50s 1m45s Main Path Time Scale
OpenBasin-ValleySpace of Strength Basin-Valley of Honor Canyon Cliff Path 21 3 4 4 1 2 3 Basin Cave Open TerrainCovered TerrainBuilding Interior CanyonCorridor Gate Passage
SPACE FORM
Cliff PathCave Cliff Hall
Orc is not the original inhabitants of Azeorth. As the city of Orc, Orgrimmar is more like a military base dug from the valley rather than man-made urban enclosed by wall. The space form can be cataloged as open terrain, covered terrain and building interior. After carefully organized, there forms the relations between points(building), lines(canyon and corridor) and plane(basin and cave).
Cliff PathCave Cliff
Covered Space 建筑室内 Cave-Cleft of Shadow Cave-The GateCaveHall-TharllDragHallCliffPassage Gate CorridorPassage109765 118 5 7 6 10 8 9 11 SPACE FORM Basin Cave Open TerrainCovered TerrainBuilding Interior CanyonCorridor Gate Passage
Hall
C.The Drag
E.Thrall Hall
A.South Entrance
Limited LimitedLimited
Bldg Interior-Gate Passage Line
B.Valley of Strength
Artificial Light-Middle
VividVivid Vivid Space AtmosphereLightingGeometricFormRelation
Take the journey from South Gate to Thrall Hall as example, the designer create this wave-like experience by overlapping the space form, geometry and lighting. Through various combination of space, the trip in Orgrimmar reveals rich and varied rhythm.
CoveredArtificialLineTerrain-CaveLight-Dark
BldgDaylight-BrightInterior-HallPlane
OpenDaylight-BrightTerrain-BasinPlane
D.Valley of Wisdom
EXPERIENCE
OpenDaylight-BrightTerrain-BasinPlane
A C E D B
https://space.bilibili.com/432263272/video https://www.artstation.com/jt_guanARTSTATION:BILIBILI: 虚幻引擎关卡场景练习 UNREAL ENGINE LEVEL DESIGN PRACTICE
Your country suffered decades of war and chaos. Now the new king is enthroned, he is trying hard to make the country rebirth. It is said that there is the Buddhist scripture named Peng Pu which contains the secret of strengthen the country in far east land. You take the mission to find this scripture. One day, you boat to a valley, the giant Buddha ruins attracts your attention. Search the ruins and find Peng Pu MISSION:BACKGROUND: BUDDHA RUINS https://www.bilibili.com/video/BV1vY411N7qz?spm_id_from=333.999.0.0&vd_source=999bae6d49cbe2a2afa3df4c08a98cd1Animation:
11 S S S S 2 2334 4 5 X 5 Sword BuryBuddha RuinsMission Complete! Dam CaveSmall Ruins Find the Sword Bury, find the weapon Doulbe-blade Sword, learn the basic operation of theStrengthgame. 游戏开始 Save PointDesigned FlowChaptor Fight with the final Boss, earn the mission object Peng Pu. Fight with the Boss, earn the weapon Invoke Staff. Fight with small group of enemies, get the reward Enchantment.Weapon Fight with small group of enemies, earn the skill Float.
1 2 3 5 AsClosethe 1st place for the level, the warm light indicates the space behind. Midium Far At the center of the perspective and hint the end point of the main path. Medium Use cold color to present thebehindcave Level Start: In the first image, use the composition of lighting to guide players the overview of each desitinations. Far As the end of the level, hiding int the fog, can be notice but indistinct. 0 1 2 3 4 5 Sword BuryDem Entry Cave Buddha
1 Save Point Double-blade 1 2 3 4 5Sword Bury: Player get familiar with basic operation like move, fight and save.
Enchantment 1 2 3 4 5Cave: Player fight with small group of monsters, get the blade Enchantment for the next scenary.2
1 2 3 4 5In Dem: Player fight with the Boss.3
召唤法杖 1 2 3 4 5On Dem: Get the reward Invoke Staff with the skill Invoke Black Panther3
1 2 3 4 5 存档点 Small Ruins: Fight with small group of monsters, get used to new weapon, learn the skill Float.4
1 2 3 4 5Bottom of the Buddha Ruins: Player Float to the shrine, fight with final boss.5
1 2 3 4 5Bottom of the Buddha Ruins: Player beat the boss, get the final objective the scripture Peng Pu.5
The Giant Statue group stand on the ice field in the north. Your army take the order to discover this area. You clean the site, kill the local inhabitants and animals, start to build up the base for further research of the Giant Stature. However, out of your sight the alien Hunter is arrived. In the Elder Hunting Ground, who is the prey, and who is the predator? 1. Clean the site, setup the base. 2. Survive from the Hunter till the arrive of the support then beat him. https://www.bilibili.com/video/BV1n94y197YH?spm_id_from=333.999.0.0&vd_source=999bae6d49cbe2a2afa3df4c08a98cd1 MISSION:BACKGROUND: ELDER HUNTING GROUND Animation:
Beat the Hunter. Hunt animals for food.
WALK THROUGH
DiscoveryConstructionSurvival
Aggression
- -Eliminate the local inhabitants and animals. Notice the undergroundhiddenspace.
Meet with the scientist and team. Survive until the support team arrive. Occupy the site. Need more scientist for further study. Keep refine the camp and construction.
Find the Statue. Discover the Statue. Buildup the Camp. The Hunter appears.
WhiteDetailingBoxLighting Build Process
Lighting Process Skylight Fogs _ Open Rooms for Medium and Far Range Directional Light Highlight the Main Objective Light Mass _ Darken the Close Detail Lighting
This level is inspired by the Petra Temple in Jordan. To add more interest and to bring contrast of the different culture, the Robotic Sheep is add to the site. Thus there is a conflict between future and historical. https://www.bilibili.com/video/BV14B4y1W7XP/?vd_source=999bae6d49cbe2a2afa3df4c08a98cd1Animation: TEMPLE RUINS
WhiteDetailingBoxLighting Build Process
A P DESIGN ART SL F R M N ibraryarrativeketchhythmodelingtructurenalysislanSorm 建筑学技能点之于关卡设计 ARCHITECTURAL SKILLS TO LEVEL DESIGN
Project Unole_Project Analysis Collage_2017.11 nalysis and Propose the Question
A
Similar to level design, at the beginning of architecture project the team also need to analysis all the useful information as the topology, climate and historical context of the site. Based on this research the team propose the right question for further study.
0 50 200M100 N 生态创园 Eco-Campus 乐活创社 Lifestyle Community 智慧创核 Innovation TOD Hub01 TOD换成广场 Lijiao TOD Plaza 商业街 Retail Street 地标塔380m Landmark Tower 380m 商业中心 Shopping Mall 公交首末站 Bus Terminal 滨江创意办公 Waterfront Creative Office 芝岩卫公祠 Heritage Temple 科技博物馆 Technology Museum 生态科技园 Eco-Tech Park 创新中心 Innovation Center 生态教育园 Eco EduPark 河滨露台 Lifestyle Street 混合开发 Mixed Use Complex 健康社区 Healthy Living Community 水岸露台社区 Waterfront Terrace Mixed Use 生活方式公园 Lifestyle & Wellness Park 水上出租车站 Water Transportation 生态湾 Ecological Bay 海珠剧院 Lijiao Opera House 艺术家村 Artist Village 休闲运河公园 Leisure Canal Park 数字娱乐岛 Digital Entertainment Island 01 12 02 13 03 14 04 15 05 16 06 17 07 18 08 19 09 20 10 21 11 22 05 05 05 06 07 08 11 12 13 14 15 16 18 19 20 22 21 1717 100903 04 02 新光大桥 XINGUANGBRIDGE 环岛路 HUANDAO ROAD 南洲路 NANZHOU ROAD Urban and architectUral complex conceptUal design of lijiao core area in haizhU innovation bayLijiao Urban Deisgn_Master Plan_2021.01 S tructure and Masterplan
level design
Master Plan comprehensively present the overall information of design. Through the positioning of anchor points connecting them by to form the system. This be also to that positioning the points of them designed path.
space
interests and connecting
by
apply
(landmark building, plaza and statue) and
streets
idea can
Vertical City_Space Rhythem_2017.04
R hythm of Space
After the setup of overall layout, designer start to detail each space. To create the music like rythem designer will carefully conpose each space according to their scale, brightness and shape.
N arrative of Space
Whether level or architecture design, they are the experience design from the start to end. One scenery is like one piece of the storyboard. Connecting all these pieces, linearly or montagically, to present a complete narrative for the audience.
Ciqikou Youth Hotel_Narrative Design_2014.10
Luotian Ancient Town Restoration Design_2012.06
Design is the recomposition of material in the mind of the design team. Architecture knowledge will help to enrich the design material library and to increase the possibility for new ideas. What’s more, architectural knowledge also help to guarantee the realism of level design.
Analysis of Urban Evolution of El Raval_2017.07
L ibrary of Design Material
Project A.I.R._Plan Composition_2015.11
grids of local subdivision of stair
Plan design is the fundamental skill of all the space design. Through the composition of point, line and area to create the pattern with strong sense of form, which will be the base for the further level design.
P lan Design
overlapping of bench area tree gridsoverlapping for ramp grids of belt line
The Share_Architecture Facade Design_2016.12
F orm Design
Form design is focusing on the relationship how volume interlock with each other and on the composition of opaque and translucent materials. This knowledge of geometric volume will help building the prototype for level.
Project A.I.R._Architecture Form_2015.11
3d modeling is another basic skill of architects. The workflow is using Sketchup or Rhino to build the draft and detailed model in house then coordinate with the visualization company to finish the final mode and the profession renderings.
Profession ModelDetailed ModelDraft Model
Zhanjian Terminal Urban Complex_Modeling Workflow_2019.09-2019.12
M odeling Skill
S ketch Skill
North Bund Twin Tower_Sketch to Final Perspective_2020.04-2020.05
Paper Sketch is the useful tool helps architects to organize the ideas. The design usually starts from the simple lines to quickly list the solutions and draft the spaces. Then the idea will be tested in 3d model.