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
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.
The observation shader in motion