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AtheyResistance Retrubtion - TowerC by-nc-nd

Published: 2009-03-21 00:23:42 +0000 UTC; Views: 16798; Favourites: 173; Downloads: 324
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Description This is some early level-art work from Tower C - the 2nd to last level in the game of Resistance Retribution.

The room in the first two images actually ended up cut from the final game because the level was over by 2 megs and we needed to shrink it down.... which was really lame, because that room looked awesome.

All of these are actually from like... 6 months ago, so there were alot of changes made before it was final. But I made this pic a while ago and am too lazy to run the level to take some new screenshots. Woo. Enjoy.


All rights reserved and belong to Sony SCEA (c) 2009 and all that fun stuff.

I modeled, textured, and did the lighting for about 90% of what you see. Some of the metal textures were re-used from other levels for consistency and such.
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Comments: 33

cinnamelon [2011-06-04 19:09:27 +0000 UTC]

GAWD you're awesome.

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DarkMatterHost [2010-09-04 20:37:38 +0000 UTC]

You have been featured!
[link]
Check out the news article and feel free to some of the other works exhibited.
Hope you don't mind the feature
See you around dA!

P.S. Please the news article that way more people will see it.

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gabrielBlandy [2010-08-14 15:47:17 +0000 UTC]

Very cool DD deserved

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thunderstorm996 [2010-07-29 05:53:50 +0000 UTC]

that sucks that you had to cut part of the map out, i know how frustrating that can be. (i've done some map work as a hobby for some half-life mods (on my own) it's frustrating when you get this one part of the map finally finished only to find out it's just not gonna work (either game play or size))

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Mithrot [2010-07-29 04:30:59 +0000 UTC]

Visual style and texture placement is great, but damn, its pretty low poly even for the time. Can't blame ya there, tho.

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Athey In reply to Mithrot [2010-07-29 18:02:19 +0000 UTC]

Haha - yeah, even as low poly as it is, it was still 2megs over our limit. (We had a 4meg limit on terrain size - ALL TERRAIN GEOMETRY AND TEXTURES IN 4MG! *dies*

So yeah - low poly. wooo. The joys of working on a PSP. haha.

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Mithrot In reply to Athey [2010-07-30 06:43:18 +0000 UTC]

Holy shit, this was for the PSP? I though it was for the PS3.

DAMN.

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Athey In reply to Mithrot [2010-07-30 19:02:28 +0000 UTC]

Ah -hehe. Nope. PSP. This is the PSP Resistance Game. Not Resistance 1 or 2 on the PS3.

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ColossalDragon [2010-07-28 23:09:24 +0000 UTC]

Great work! to bad it was cut though damn you psp disk capacity

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sherryblue [2010-07-28 21:41:46 +0000 UTC]

amazing stuff

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lordmep [2010-07-28 21:26:40 +0000 UTC]

I remember this place. Loved the intel for this game. Good job.

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SuperSmurgger [2010-07-28 21:23:47 +0000 UTC]

woow man I love it !!

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manipulatedLIFE [2010-07-28 21:13:58 +0000 UTC]

amazing, well done

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caw [2010-07-28 15:58:27 +0000 UTC]

amazing!!

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ShadowLegionnaire [2010-07-28 14:34:19 +0000 UTC]

I got this game

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Phyrieus [2010-07-28 12:50:59 +0000 UTC]

Congratulations on the DD, athey!
i'd also like to say, that in picture 3-4, the walls or how to say looks like its made out of flesh, it really tells something is just waiting on the other side!

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Athey In reply to Phyrieus [2010-07-28 18:37:39 +0000 UTC]

Thanks

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HippieLlama [2010-07-27 00:20:03 +0000 UTC]

Wow, what amazing work!!! That's so cool!!

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347destroyer [2009-05-29 23:05:16 +0000 UTC]

..................

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Darkness545454 [2009-03-28 06:50:01 +0000 UTC]

I must know your guy's process to designing maps, how do you go about building rooms? (and with such low poly for the psp)

Because I have fiddled with level design and programming (and modeling) and couldn't find a good method to obtaining a good detailed well-constructed low-poly map.. all mine ended up either high poly or too "perfect" to look realistic..

O yeah, and that brings me to another question, how do you realisticly "destroy" and area and mesh to make torn down rubble-ish places?

Also, do you guys have like a "palette" of textures that you re-use throughout the game to keep a consistant "look" to a game? (sorta like an artist keeps a color palette he/she reuses, so people know the artist by how the art looks)

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Athey In reply to Darkness545454 [2009-03-30 21:09:10 +0000 UTC]

I answered your questions here: [link]

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Darkness545454 In reply to Athey [2009-03-31 07:45:35 +0000 UTC]

did you write that for me?!

Your amazing Athey! I can't thank you enough for all you do!

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Athey In reply to Darkness545454 [2009-03-31 16:48:58 +0000 UTC]

lol- no prob. It started out as just an answer, but then got longer and then I figured - what the heck? - and went all out. I've had others ask similar questions before anyways.

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Darkness545454 In reply to Athey [2009-04-01 01:23:00 +0000 UTC]

Well I have found a programmer (actually it's the drummer to my band, who wouldhave thought?! hah) and we are trying to work with making simple 3d game, I'm just glad I have someone like you around to ask questions directly (theory wise)!

And the best part about it is you know how to do things, BUT (even better) you know how to do it as low poly as possible, which is what I'm shooting for.

I always seem to have to explain to people how games are optimized to run faster and have more "stuff" in them, cause most people don't even 'think' about texture, and polys, and how they affect the framerate.. along with calculating collision vs making stuff look pretty haha.

thanks again!

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melficexd [2009-03-21 11:40:19 +0000 UTC]

Looks awesome the ambien the current games have sometimes look too boring, but this is great

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mesod [2009-03-21 07:44:51 +0000 UTC]

wow too nice you become 3e level designer thats greate.

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vegnadragon [2009-03-21 06:31:47 +0000 UTC]

Awesome. I like the red tubes on resistance 1-2 they are yellowish.

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Athey In reply to vegnadragon [2009-03-23 08:46:18 +0000 UTC]

Yup. The Tower levels (the last level of the game) are the only ones we used the red tubes in. It's in this big crazy chrysalis tower where you fight the big crazy final boss I got some pretty cool concept art to work off of. I especially loved this room, and was super bummed when it got cut towards the end. The game-play in there was pretty awesome too.

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punchyninja [2009-03-21 04:48:54 +0000 UTC]

looks freakin great. do you have emimssive textures on the psp?

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kaikun2236 [2009-03-21 03:20:18 +0000 UTC]

Wow Athey! You're my hero!

I can't wait to finish school and get into the biz ^_^

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CreativeImages [2009-03-21 01:26:28 +0000 UTC]

wow...I'll bet that wasn't easy to do. It's very amazing! This is all polygon work right? No nurbs?

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senor-freebie [2009-03-21 00:57:57 +0000 UTC]

Oh my! You never fail to impress. I just linked our primary psp level artist this. His jaw will drop I think. I kept on telling them all "16 colours" is what Sony says ... and they didn't listen. Then a week ago they found out that if they cut them down to 16 colours and put them in a particular bank of memory the frame rate triples.

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Sasajun [2009-03-21 00:46:22 +0000 UTC]

Oh Man! and this is earlyer release. it still looks very good! Its a shame about the rooms, i gotta say, i love to BELIEVE there are rooms there. (Add locked doors like Silent Hill XD WAHAHAHA)

But wow! this level alone, how many weeks do you think it took to complete? (You REALLY make me want to go into the gameing buisness)

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