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The Zone: A final HD video tour

Posted by DaveLee, 01 November 2010 · 1,622 views

Hello again! Just in time for Halloween, my blog once again rises from the dead. Although I wrapped up the Zone project back in July, I just recently finished a 13 minute HD video tour of the completed project. I may be doing a "behind the scenes" video some time later on if there's interest.

For now, welcome to The...


Leadwerks Blog Post 11: Welcome to The Zone

Posted by DaveLee, 30 July 2010 · 1,418 views

It’s finally that time — the Zone project is coming to an end. I have really enjoyed working on this project and sharing the progress with you all. Thanks for all of the great critiques and feedback! Today I will be posting images of the last building for the Zone, as well as images of the final level design and some wallpapers at the end of the...


Leadwerks Blog Post 10: A Grave Sign of the Times

Posted by DaveLee, 24 July 2010 · 2,741 views

Please excuse the rather horrifying pun in the title, but today’s update will highlight quite a few new assets and more level design, focusing in on the new grave sites and Zone signs specifically.

Let’s dive in!

First up, here are the new overview images. I’ve been working on the level design quite a lot, so you’ll notice lots of changes,...


Leadwerks Blog Post 09: The Beginning of the End

Posted by DaveLee, 16 July 2010 · 881 views

Today’s blog update on the Zone project will be quite lengthy, as over the last few weeks I have been finishing up the remaining assets and now I’m beginning to focus on the level design side of things. My new Intel i7 system is up and running once again (and no longer on fire), so today I have a good number of screenshots to share with you.



The Zone Blog 08: Fire in the hole!

Posted by DaveLee, 30 June 2010 · 880 views

Some of you may have noticed via my status updates last week that I was in the process of my 2-year PC upgrade cycle, and that I was working on building an Intel Core i7 based system. The good news is that the upgrade went well despite having to reinstall Windows (nothing was lost), and the system was stable and powerful within 24 hours of the parts...


"The Zone" Blog 07: Milestones and Vertex Colors

Posted by DaveLee, 20 June 2010 · 743 views

Hello again, programmers, artists, and game designers! Today's blog update will be a smaller one, with a much larger update on the way soon. Today I'm going to talk briefly about one way to utilize vertex color when texturing an asset, in this case a building, and then share some images of the Zone beta milestone from the end of May.

Those of...


Leadwerks Blog Post 06: Incoming Renders

Posted by DaveLee, 23 May 2010 · 1,549 views

As promised last week,  it's finally time for a new blog update! Lots of new artwork has been created since the last update, but I'm going to start off by posting several large renders of the Zone project from a few weeks ago. These would make for great desktop backgrounds:



The Rumors of My Death Were Greatly Exaggerated

Posted by DaveLee, 18 May 2010 · 624 views

Hello again, everyone! As some of you may of noticed, it's been quite a while since my last blog update. Lots of good things have been going on behind the scenes, which is why there haven't been any recent updates. I'm currently preparing a large blog post for this weekend, but for now you get this little teaser:


"The Zone" Blog 04: A Bridge Too Far (Or as far as you need it, actually)

Posted by DaveLee, 24 April 2010 · 1,027 views

Hello again, everyone! It's been a busy few weeks on the Zone project, and a lot has been accomplished. Besides the work presented here, a lot has been going on behind the scenes as well. Last week Josh wrote the GMF Processor, which collapses GMF models into an optimized mesh. This tool has helped speed up in-engine performance significantly, and...


"The Zone" Blog 04: A Bridge Over Troubled Waters

Posted by DaveLee, 10 April 2010 · 898 views

Welcome to another installment of “The Zone” level design blog. Today I’ll be detailing what has been going on since the last blog post, which includes some new and imported assets as well as some significant changes to the level design in the Editor. I implemented the new SSDO that Josh posted recently, and redid the lighting based off of a few tips...

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