BloodRayne 2 Design Process
I began each level by creating a design document, maps and gameplay sketches. Once approved, I sometimes prototyped main parts of the level in 3DS Max which were then imported into a proprietary editor. Next, I worked with one or more (extremely talented) environmental artists to determine the required architectural "legos", set dressing and other assets. My role was to
layout the level with the provided assets,
add dressing and environmental effects,
light the level, and script all of the
gameplay, cinematics and puzzles.

BloodRayne 2 Official Site

"The puzzle elements...are tremendously
gory satisfying fun"

- IGN.com


"The largest improvement of all may come
in the levels, which will be a lot more
focused and less confusing than in the
original."

- Gamespy


"I was rather impressed with the depth that
has been added to the gameplay in terms
of environment interaction"

- Gamedaily.com


"Every level is supremely detailed, with many
interactive elements and some truly effective
lighting."

- Gamespy.com


"BloodRayne 2 seems like it's poised to
deliver a bloody good time when it hits
stores this October"

- Gamespot



 

Meatpacking District
E3 Demo, Xbox Demo and 2nd level in the final game.
Level design, lighting, scripting, puzzles, story and dialogue.
Environment art legos by Terminal Reality artists.

The Sewers
Level design, lighting, scripting, puzzles, story and dialogue.
Environment art legos by Shannon Dees.
Twisted Park
Level design, lighting, scripting, puzzles, story and dialogue.
Environment art legos by Glenn Gamble.

 


© 2005 Jake Keating