With DiRT 3, my responsibilities expanded from my work on DiRT 2. An outline of my work on the project is below:
-Used Adobe Photoshop to design 2D layouts for various tracks, including conception and location selection
-Visited Michigan for a week to photograph and research locations to use in my tracks. The selection of which elements of the research to use in my Michigan tracks was up to me.
-Designed the whitebox track layouts in 3D Studio Max. We created placeholder scenery and landmarks in Max to convey what we wanted to achieve to the art team, as when it comes to racing tracks the art and design go hand in hand (something I believe applies to all design work)
-Overseeing tracks from whitebox through art production and through the setup stages
-Implementation of racing lines/AI, for this project I led the AI team
-Set up a new online wiki area for the level design team, which housed all of the existing design
documentation and some new documents that I created, for better organisation of important information that had previously been difficult to find.
-Reported and fixed hundreds of level related bugs in the final stages
The tracks I created are below, I’m not responsible for the videos:
-Michigan (all rally routes)
Video of one: http://www.youtube.com/watch?v=wCNkjHl8l8M
-Michigan (all landrush routes)
Video of one: http://www.youtube.com/watch?v=Y101bVC3Vj8
-Norway (all rally routes, with a co-designer)
Video of one: http://www.youtube.com/watch?v=sU6_UxxYXbE
-Creation of part of the Battersea gymkhana compound, including conception and prototyping possible gymkhana game-mode elements. I also carried out a physics mesh pass on the whole compound.
-Creation of multiple gymkhana arena layouts in Monaco
Video of one: https://www.youtube.com/watch?v=LVSQyeCior4
-Gymkhana Sprint layouts in Battersea