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Due Process - Killdome USA

Killdome USA was the first post-launch map for Due Process and our fourth overall. It was the end result of about a year of development. While the concept of a level as a gameshow was something we were working on doing for killhouse, we opted to split out that gameplay level into a more grounded outdoor daytime map. The gameplay level for Dome was designed to better match the theme we had created for the background.

While we initially explored a concrete and steel type environment where the shapes stayed simple to focus on gameplay elements and traps, we opted to turn the knob up to 11 and make every room distinctly themed and made most of the gameplay revolve around how each room connected with each other.

My role picked up on this project when we needed to rebuild designer prototype content and make a more robust foundation for the level generator to work with. I also modeled out the scaffolding and most of the more studio-focused elements of the building that permeate the background of all of the spaces - my main room of ownership was observation since it was mostly built around a custom shader. I also did a good number of the initial clusters for the level designers and was responsible for the technical functionality of all assets.

Dome was in early development while I was the project's sound designer - I was able to lay the groundwork for the crowd and announcer audio that got a substantial overhaul before release.

For the background, I was the sole owner of the first pass 'hangar' design that we eventually turned into a gameshow stadium. I also handled prop placement and final optimization for the space before ship.

I for release, I did supporting recording work for our trailer and helped set up the technical shots for it, as well as doing the promotional stills we used for the launch event.

Concepts, Particle Effects, Modeling, Post Processing, and the voice of the Announcer: Valdis Matas
Modeling and Trailer Recording/Editing: Jesse Russell-Klarich
Modeling: Zack Wallig

Announce Trailer

Promo Art made for release

Promo Art made for release

Promo Art

Promo Art

Promo Art

Promo Art

The bomb effect is more contained, which required a tighter connection to the level pipeline.

The bomb effect is more contained, which required a tighter connection to the level pipeline.

The skybox was based off of the killhouse's, but updated with changes made during the creation of the main menu.

The skybox was based off of the killhouse's, but updated with changes made during the creation of the main menu.

I used a bit of what I learned from the main menu to make some animated cameras and lights for a TV gameshow-esque intro instead of our usual UAV screen.

If dome had a quirk, it'd be heavy use of glass and transparency. Often, you can see clear through the structure.

If dome had a quirk, it'd be heavy use of glass and transparency. Often, you can see clear through the structure.

I was primary owner for the observation room, including custom shaders.

I was primary owner for the observation room, including custom shaders.

The observation shader in motion

Observation from the reverse

Observation from the reverse

Pit entrance. Kickass metalhead by Jesse Russell-Klarich.

Pit entrance. Kickass metalhead by Jesse Russell-Klarich.

Pit

Pit

Beach and Castle

Beach and Castle

Jungle

Jungle

I was tasked with building out an accessible substructure to allow players to run under the level

I was tasked with building out an accessible substructure to allow players to run under the level

Architectural and studio elements I had a hand in making.

Architectural and studio elements I had a hand in making.

Scaffold lighting was a tough problem to solve procedurally. Here are some completed components.

Scaffold lighting was a tough problem to solve procedurally. Here are some completed components.

The background assets that make up the dome's structure

The background assets that make up the dome's structure

My heavily modified chop-shop take on the D-Day Landing Craft/Higgins boat that attackers can use to enter the beach

My heavily modified chop-shop take on the D-Day Landing Craft/Higgins boat that attackers can use to enter the beach

I handled lighting and prop placement for the defender room.

I handled lighting and prop placement for the defender room.

For the few player inaccessible areas, I wanted to convey the idea this is a rotating gameshow with spare props waiting to be placed.

For the few player inaccessible areas, I wanted to convey the idea this is a rotating gameshow with spare props waiting to be placed.

The first completed iteration of the background, January 2018

The first completed iteration of the background, January 2018

Dome on the January 2021 release

Dome on the January 2021 release

A staging/deathmatch arena I made for gunplay testing using the dome environment 'after hours' as a thematic base.

A staging/deathmatch arena I made for gunplay testing using the dome environment 'after hours' as a thematic base.