Randall Barilea​​
Designer​​​​​​​​​​​​
​Battle Duty is a Single-Player map designed in UDK. This was meant to be a parody of/tribute to linear FPS. It features a stealth sections that let's the player utilize night-vision. The goal is to retrieve a stolen nuclear weapon from the typical antagonist.​
The concept was created for our final Level Design project in Vancouver Film School where we had almost total freedom. I decided to create a tongue-in-cheek parody of a 90's action film. You start the game as the U.S. Army's most deadliest retired operative who sent deep behind enemy lines to recover a nuclear weapon from an evil general.
Using UDK, I created the entire environment, scripted events, machinima and gameplay mechanics. It definitely tested my knowledge until that point and then some as I delved outside what was taught in the curriculum to materialize my vision. The screenshot shown showcases the prison island the level is set in.
This is a screenshot of the Kismet involved with making Battle Duty. This combined with the meticulous work put into the actual level design, pacing, cut-scenes and tuning is what helped bring everything to life.
The concept was created for our final Level Design project in Vancouver Film School where we had almost total freedom. I decided to create a tongue-in-cheek parody of a 90's action film. You start the game as the U.S. Army's most deadliest retired operative who sent deep behind enemy lines to recover a nuclear weapon from an evil general.
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