Tuesday, June 22, 2010

Mortyr III : Operation Thunderstorm

Title . . . . . . . . . . . . . . . . Mortyr III : Operation Thunderstorm
Project Type . . . . . . . . . . PC Game / First Person Shooter
Job Function . . . . . . . . . . Environment Artist
Company / Client. . . . . . . City Interactive
Made with. . . . . . . . . . . . Jupiter EX WorldEdit

In december 2007 and the beginning of 2008 I worked for City Interactive on Mortyr III : Operation Thunderstorm as junior level designer, fixing errors and improving problem areas. In some cases I solved problems others could not; most notably the dynamic light/shadows in the monastery corridor and creating the temple dome which is the location of the climax of the game.

To create a realistic atmosphere I researched authentic Nazi architecture, such as the designs of A. Speer. With every game there are limits to the time and budget. Nevertheless it is important to make an effort to get things 'right'. A part of being a professional is the ability to create surprising results within the boundaries imposed on you.




01. Command Post.


02. Command Post.


03. Monastery Church.


04. Monastery Corridor.


05. Bunker Infirmary.


06. SS Temple Entrance.


07. SS Temple Overview.


08. SS Temple Altar.


09. SS Temple Stairs.


10. SS Temple Overview.


Thank you for looking.

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