Matthew Breit

Environment Artist

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The advantage of an engine that uses so much precompiled data is that the visuals can be drastically improved in detail and fidelity by improving the offline content creation alone. The geometry was generated with the assistance of a procedural tool I developed for maya python, which took simple bsp hull segments and created a layer of unique and non-overlapping concrete forms using a 3D flood-fill algorithm, determined texture alignment and lightmap resolution based on surface size and angle, and exported to the .map format digested by the Quake3 level compiler.

Read more about: [ Design and look of the level | Development of the tools ]

Many somewhat older levels for a variety of games are listed at

PortfolioResume (PDF / DOCX) ∎ Hobby Levels ∎ Contact: