Dragon Monastery

Unreal Deathmatch Monastery
June 2012
32 working days

The Dragon Monastery is a deathmatch level for Unreal Tournament developed during the 2nd year of IGAD, employing a multitude of disciplines. The stages of this project, each stage taking 8 weeks, are level design, world modeling, texturing, and lighting. The level depicts a monastery in ruins, serving as a dragon’s lair, on a moonlit night.

Credits

Thomas Buijtenweg
Level Design
Tino van der Kraan
Modeling, Sculpting
Matthias Kapuvari
Art Director, Texturing, Lighting/Compositing
Malte Langheim
Production Design, Texturing, Materials, Scene Dressing
Rick van den Berg
Modeling, Sculpting
Jeroen Tanis
Modeling, Sculpting
Simon van den Broek
Modeling, Sculpting
Siim Rimm
Modeling, Sculpting, Scene Dressing
Jordy Knoop
Modeling, Sculpting, Texturing
Bryan Noter
Modeling, Sculpting
Simen Stroek
Modeling, Sculpting, Materials, Special FX