Vladimir Rakic//Level Designer
Time Lost
I've worked on an fps project called Time Lost, for an indie development team called Xstreamtech (Xstreamtech.co.uk).
The level i have worked on was called the Warehouse and it was scrapped due to the rebranding of the game and a complete 180 change.
Level Design work
Command room from the Warehouse.
Command room from the Warehouse.
Storage room from the Warehouse.
Command room from the Warehouse.
Project: Time Lost
Project: Siege of Inaolia
Really quick whitebox prototype for Siege of Inaolia, made for play testing so we can decide on the level flow.
Initial terrain design for Siege of Inaolia, made quickly for play testing.
Quick design sketch for Siege of Inaolia, Forest Arena (Overgrowth), made for eliminating the flaws in the final design.
Really quick whitebox prototype for Siege of Inaolia, made for play testing so we can decide on the level flow.
I've worked on a project called Siege of Inaolia for a short period of time. While i was there i helped with ideas, techinical issues and designing of a level called Forest Arena (Overgrowth).
Personal work
A screenshot of the top view of Raiders of the forgotten temple, my 2 week personal project.
Raiders of the forgotten temple screenshot.
Fantasy house silhouettes.
A screenshot of the top view of Raiders of the forgotten temple, my 2 week personal project.
Raiders of the Forgotten temple
My 2 week deadline personal project in which i have made my own level with custom classes.
It wasn't a visual project but more of a functional project in which i have worked on a lot of game mechanic aspects, such as moving platforms, toxic water, moving object with a physics gun, collecting coins and lighting torches to open doors.
Warehouse fly-through
Level fly-through of the part of the warehouse that
is fully meshed and lit. The whole meshing and lighting process took around day and a half.
Camera fly-through bult in Matinee, recorded with fraps and edited with Sony Vegas.