This was created with just 3ds Max. A dark, water filled cave with rain and a sword lodged into the stone. The stone was rendered with a displacement map over the flat, low poly suface. It creates a much more pleasing rock look then trying to model every nook and cranny of the rock.
Here's a sample of a Photoshop tutorial I would make. Since most of my technical writing experience is from writing bugs while under an NDA, I don't have a record of any of those bugs.
1. Create a new document by selecting New from the File drop down menu or inputting Ctrl+N.
2. Input Alt+F9, Window>Actions, or nothing if the Actions Window is already open.
3. Click on the Create new action button at the bottom of the Action Window.
4. Click the Record button.
5. Do the things that you want to record in the specific order that needs to be done.
6. Click the Stop recording/playing button to save the action.
Your action is now completed. The action can be edited after it is completed.
EQ2 performance settings tutorial
I wrote this for other players in the Everquest 2 raiding guild I was in. The other players were complaining about not being able to see anything on screen while under the effects of the infravision vision effect. I wrote a tutorial explaining how to setup Everquest 2's performance options so that the players can see better while using the minimum amount of hardware resources.
INT. STUDIO OFFICE- NIGHT
MEDIUM SHOT OF SARAH AND HER COMPUTER FROM OVER HER SHOULDER
While working at the office, Sarah feels tired from all the hours working on the company's latest project.
I need a drink.
Sarah gets up from her comfortable desk chair with zeal-infused exhaustion.
FOLLOWING IN THIRD PERSON VIEW
She walks to a nearby vending machine to get a pop. After removing it from its chilled lair, she takes a sip and returns to her computer to continue her work. After a few mintues she starts feeling oddly sleepy; clunk, out like a light. Her head falls to the keyboard causing repeated keyboard beeps to revolt against the continuous weight. Then a co-worker enters the scene. He sneaks past the sleeping Sarah and starts playing a video game on a nearby PC.
She is always working too hard. She needs a vacation.
EXT. KENTON PARK-MORNING-TOP VIEW OF A WOMAN SLEEPING ON A BENCH. PAN AND TILT TO MEDIUM SHOT OF WOMAN AWAKENING.
She awakens and sits up, then looks around observing this unexpected new environment with wonder and concern.
Where am I?
She is in awe of the beautiful surroundings. The trees, the walkways, the sky; it's all so surreal.
EXT. OUTSIDE PARK, CLOSE BIRD’S EYE VIEW CENTERED ON SARAH
Leaving the park, she finally gets to see what the town is like. The town exhibits a modern style, despite feeling like a quiet, small town. The sun is shining down upon the town, enchanting it's ambiance to promote peace and tranquility. Sarah walks around a few blocks, feeling calm and comforted.
THE CAMERA PANS AROUND HER AT VARIOUS ANGLES AND SPEEDS TO SHOW OFF THE LOOK AND FEEL OF THE TOWN.
I really should get out more. It is such a nice day.
The murmuring sound of a lawn mower adds to the town’s peacefulness, relaxing Sarah. Crack! The bark and roots of a nearby tree break away causing the large tree to fall. The local citizen mowing the lawn is unaware of the critical fate that is about to become his life's conclusion.
CAMERA QUICKLY CUTS TO A SHOT OF THE TREE FALLING TOWARD THE LOCAL CITIZEN, THEN TRACKS SARAH AS SHE RUNS TOWARD THE CITIZEN, WHILE SLOWLY ZOOMING OUT
With quick reflexes she notices the tree falling and dashes toward the citizen with the goal of pushing the citizen away from the falling tree. Sarah reaches the citizen just in time to be hit by the falling tree. The tree falls onto Sarah and the citizen she's protecting, but the tree just rolls off her back instead of crushing the two potential victims.
That was close. Wait a minute, what the heck?
CAMERA GLANCES TO HER PERSPECTIVE STARING DOWN AT THE BASE OF THE TREE
Upon inspection of the tree she notices that there are no roots holding the tree to the ground. It doesn’t even look like there were any to begin with, and the surprising minimal weight of the tree confounds her logic. With that fact, she kicks the tree away very easily, minimzing the chance for any future problems.
CAMERA REVERTS TO PREVIOUS ANGLE
She looks over to the lawn mower to see absolutely no change in its actions and disposition. Looking at the grass that citizen is mowing, she notices that none of the grass is even being cut.
Whhat kind of place is this? It’s so mechanical and lifeless. Speaking of lifeless, I’m starving. I wonder if they have anything to eat around here?
CAMERA SHIFTS TO OUT IN FRONT OF HER FROM THE NEAREST INTERSECTION
She walks toward the camera while searching for any possible sign of food. At the middle of the intersection she turns left, then right, her eyes combing the intersecting streets for any sign of food.
Not even a Starkbud's on any corner, what the hell kind of place weird place is this?
Shorty's Cafe... worth a shot.
CUT TO SARAH'S PERSPECTIVE WITH A SMALL PAN TO THE RESTAURANT FROM THE INTERSECTION
FADE TO LONG SHOT OF THE RESTAURANT
The restaurant is a time-worn, cozy looking place, kind of old fashioned, but nice none the less.
CUT TO MEDIUM SHOT OF THE RESTAURANT'S ENTRANCE AS SARAH ENTERS
Sarah enters the restaurant.
CAMERA MOVES TO INSIDE OF THE RESTAURANT INTO THE CORNER ABOVE THE DOOR WITH A VIEW OF THE SEATING AREA, SMALL ENTRYWAY AND COUNTER
Among the handful of tables, only two customers are sitting down, privately enjoy their food, but to add to the days oddities, they aren’t even touching their food. They're just moving their fork or spoon from their plate to their mouth, repeatedly. As if to make it look like they are consuming and enjoying their food.
Since when did I know how to get to the Twilight Zone?
Seeing no one in line, she walks to the awaiting cashier at the counter. The cashier stands before her, ready to take her order.
CAMERA CUTS TO A MEDIUM SHOT OF THE CASHIER FROM IN FRONT OF THE COUNTER, THEN SWITCHES TO A CLOSE UP OF THE CASHIER
May I take your order?
The cashier has a spooky, perpetual smile on her face.
CAMERA CUTS TO A MEDIUM SHOT OF SARAH WITH THE ENTRYWAY IN THE BACKGROUND
Do you have a menu?
There is no reply form the cashier for about a minute. Sarah is doing her best to contain her hunger with polite and patient behavior.
CAMERA CUTS BACKS TO CLOSE UP SHOT OF THE CASHIER
May I take your order?
CAMERA SWITCHES TO A CLOSE UP SHOT OF SARAH
Oh this is stupid! I can’t even get any food in this friggin Twilight Zone. She obviously isn’t going anywhere anytime soon so I might as well help myself to whatever I can scrounge up from their kitchen; if they even have one!
CAMERA ZOOMS IN ON THE KITCHEN DOOR LEAVING ENOUGH SPACE TO WATCH SARAH ENTER
As Sarah is just about to open the door, the door flares open and a guy dressed like a chef charges out of the kitchen in a fearful stupor, blazing and engulfed in fire. Sarah quickly jumps out of the way of the burning chef. She grabs a nearby cup of water and throws the water to the flames, but nothing comes out. She can see that there is water in the cup, but the water is frozen like plastic. Just then, the engulfed victim crashes through the front door of the restaurant and into the street.
What the heck? This cup is as dry as this town. Sarah throws the damned cup at the kitchen door.
Sarah folds her arms across her chest while staring at the cashier. After several seconds of staring, Sarah rolls her eyes ands walks out the cafe pissed off and hungry!
CAMERA CUTS BACK TO OUTSIDE THE CAFÉ TRACKING SARAH AS SHE FOLLOWS THE CHEF
Sarah follows the victim, kicking the burning chef to ground near a fire hydrant she saw on her way in. Sarah runs over to the hydrant and breaks off the outlet cap that is facing the cook with a quick, but lethal kick of her foot. Fortunately, the chef is still flailing about in one place on the ground while water spews out from the hydrant. The chef quickly becomes a soggy, charred man, but for some reason is still flailing about as if he was still ablaze. The spewing water quickly degenerates to a drip.
Does anyone here actually think, or is this place full of mindless zombies that only react? This whole place feels like some virtual world. Where all the ‘people’ in it are just letters and numbers in some computer somewhere. Wait..., am I right? And if so, how the heck do I get out?!
CUT BACK TO OFFICE INTERIOR. BUST SHOT OF SARAH SLEEPING THAT ZOOMS OUT TO A MEDIUM WIDE SHOT HER SLEEPING AND THE CO-WORKER PLAYING HIS VIDEO GAME
This sim stuff can get so boring after awhile. Time to play in god mode.
(in his best god voice, which is average at best)
ZEUS SMITES ALL OF YOU! The world ends now!
CO-WORKER INITIATES LIGHTNING BOLT STORM DEATH EVENT VIA KEYBOARD
EXT. TOWN -DAY
CUT BACK TO HIGH WIDE SHOT OF SARAH THEN TO HER POV LOOKING AT THE SKY
Dark clouds fill the sky while loud, ominious thunder claps ravage the heavens and sends the town locals into a sudden state of fear.
MONTAGE OF VARIOUS PEOPLE BEING STRUCK BY LIGHTING ENDING WITH SARAH GETTING STRUCK BY LIGHTNING.
Sarah lives no more.
FADE TO BLACK
- Good drawing ability for conceptual design.
- Excellent written and verbal communication skills.
- Strong sense of design and balance for creating artistically complete compositions.
- Solid problem solving or finding skills refined by years of software testing experience.
Storytelling YouTube channel, 2016 - now
Started a YouTube channel in 2016 to tell a set of fantasy stories in a fantasy land through the medium of video. I’ll be continually adding my stories and improving my video storytelling, illustration, 3D animation, and voice recording skills. Photoshop, After Effects, Audition, 3ds Max and Zbrush are the programs I’m currently using.
Interactive storytelling project, 2015 – now
Created and am continually improving a branching story game made for a web browser. I work on it as free time allows. story
Eva Danielle, 2010
Created art assets for a projected Facebook game. Used 3ds Max and Photoshop to craft some environmental background objects for a fashion game with 3d background elements. I also used self-taken photographs for reference material. We would manage assets in Dropbox online storage.
G. Gordon Allen, 2006 - 2008
Created banners and other art assets for a collection of websites owned by G. Gordon Allen. www.gordonallen.org, banners
Surreal Software, 2005
Playtested a video game to assist in evaluating its progress. After evaluation, we discussed the state of the game with a few developers
Axis Studios, Summer 2004
Projects consisted of web page design, animating for the web, script writing, video streaming, and game production (not on the web). This was a summer internship.
Squaresoft USA, 1995
Job shadowed graphic artist Daniel Docui. There I acquired a greater understanding of the game development process by meeting other artists and programmers.
It was a defining experience; meeting different kinds of people, and seeing a large room of cubicles.
Geo Visual Data Specialist 2, Randstad/HCL/Google, Sept. 2016
Data maintenance and analysis for Google Maps and AdWords API using in-house software. I have added to and changed policy. I write comprehensive reports on the work that I'm responsible for. Deep research as well. Work affected front-end and back-end development.
Product Tester, Aerotek/Nintendo of America, 2007-Feb. 2014
Found, wrote, and reproduced bugs for yet to be released video games published by Nintendo. Made and followed test plans as well as documented game data for the teams to easily find items, levels, npc, etc. and easily comprehend optimal game progression. As a Product Tester I write step-by-step explanations of how to reproduce bugs found in software. The explanations need to be simple enough for anyone to understand. Used Ad-hoc testing when needed. I got a Special Thanks credit in the Mario and Luigi: Bowser's Inside Story Prima strategy guide for helping assure that the guide was accurate and helpful for anyone playing through Mario and Luigi: Boswer’s Inside Story; including my own documentation. I also tested the software used in the E3 demo stations when needed.
Usability Tester, ArenaNet, 2006
I did some usability testing for a video game. I worked in a team that tested the new game content. Did evaluations and spoke with designers about the experience of the new content.
Software Test Engineer, VMC, 2005
I made sure that unreleased Xbox games meet Microsoft’s official standards. Found and wrote up bugs in the Xbox games whenever they may be. Writer of bugs. Would write the found bugs into an html-based content management system.
Seasonal Game Tester, VMC, 2003 - 2005
Ad-hoc testing of Xbox games in 2 day minimum, 2 week maximum shifts made up of small teams.
Customer Service Representative, Blockbuster Video, 1999-2003
Customer service that combined cashier, janitor, and floor representative duties. Also gave lots of advice or suggestions about what movies or games to rent based on the customer’s questions. Won a sales contest for a new rental program.
Nintendo of America, 1995
Tested Virtual Boy before release.
ITT Tech, Winter 2005 - Spring 2010
Earned a Bachelor’s of Science(BS) Degree in Digital Entertainment and Game Design. Learned instructional design, visual basic, html, and other technical skills.
Strategy Computers, 2003
Earned a certificate in Game Testing and a certificate in A+.
Bellevue Community College, Fall 1999 - Summer 2002
Earned an Associate of Arts(AA) Degree in Digital Graphics and Animation.
Digipen Institute of Technology, Summer 1999
Learned C+ programming and worked with a small group to make a single screen video game.
This photoshop created illustration is an advertisment for Prismal Dreams. Also the odd finger orientation is intentional.
Scanned concept sketch for a teaser illustration to advertise the story Prismal Dreams.
3ds max render. This 3d model uses a normal map for all the dents. The Champion is the armored golem-like being you can find in the excerpt called arena in the stories section of this site. A variation of the male armor design in armors was used for the Champion.
Poly count is 3718 for champ and 306 for weapon. Tri count is 7428 for champ and 612 for weapon.
This is an animation of the fight scene from the story Arena, or rather below is a placeholder for the Fight scene that is being produced.
Arena Scene excerpt from Prismal Dreams
Reaching the source, she comes upon a large circular structure reminiscent of a modern stadium, but smaller in scale. At what looks to be the main entrance stands two large doors with intricate designs evoking thoughts of pain and glory engraved into the heavy concrete doors. Finding the entrance unlocked she pulls one door open with some effort, but not as much it appeared was necessary. Bringing a curious, yet cautious attitude in with her she sees more designs along the walls and ceiling of the well lit hallway ahead of her. Past the hallway she arrives in what looks to be the main lobby. The room has a very gothic, yet ancient Greek aesthetic with small high tech devices such as security cameras and alarm system access points carefully hidden among the elaborate furniture. Among the emotional shouts and screams many destructive sounds can also be heard coming from a grated door at the far end of the lobby. Walking over to the grated door she finds that it is locked. Being intrigued by the sounds of combat she calls out "Hello, Hello, is anyone there?"
Soon after her call she detects a presence coming toward her. Arriving behind the archaic door she sees a large brutish being about 5' tall and impressively stocky in build with thick fur to accentuate its appearance. "Why are you here? What do you want? What is your purpose for being here? ... Answer me." It asks in a gruff, low baritone voice. Surprised, she feels the reverberations of its voice in her bones. "I wish to know what this place is." Envoke calmly responds. It explains,"This is the Tao-Ken Arena beautiful one. Would you like to participate in this evening's events?" "What events are there tonight?" Envoke asks letting her curiosity bleed through. "Tonight the main event is Champion to challenger, afterward will be the 6 Gauntlet race. Would you like to participate?" the hairy bouncer proposes. "Are these fights to the death?" she ponderously asks. Amused the bouncer responds, "No, victories are determined by audience approval or participant forfeit, or in the case of the race the first one to the end." "Good enough, count me in for both events this evening." Envoke responds eagerly to do some competitive sparring. Understanding her acceptance to participate, the bouncer opens the door and points to which hallway she must traverse to get to the challenger's waiting room. As she passes through the doorway and begins heading down the hall the bouncer asks,"What is you name?" Remaining faced toward the hallway Envoke turns her head toward the bouncer and responds, "Envoke." in her most confident voice. Hearing her name the bouncer cracks a covert smile, "Ok, go down the hall, then down the stairs and wait you turn with the other challengers." Examining the beautiful marble walls on her way to the stairs she begins to wonder what the Champion is like.
Upon entering the waiting room she is immediately greeted by a plethora of odd smells and wandering eyes staring at her. Checking out the dozen or so competitors she is surprised by the variety of awaiting challengers. Most of the challengers look similar to the bouncer, but with different levels of muscularity and build. Then there are some that look like giants of lore, golems ranging from flesh to stone, and even a metal one. And at the other end of the proverbial spectrum there are thinner, more grotesque being with dozens of appendages and translucent skin shinning in the extravagantly lit room. The architecture is much simpler in the waiting room; there are no designs to speak of, just lots of lighting pieces and sparse benches for furniture. To her surprise the entryway leading to the arena is open and there are no visible guards preventing the challengers from getting to the arena before they are called. Happily acknowledging the sense of respect for combat from the challengers, she does a little mental preparation. Soon after psyching herself up, a large stone challenger returns from the arena displaying the Champion's power to the rest of the challengers. Cracks and puncture wounds are strewn about the stone challenger's body like holes in a fresh piece of Swiss cheese. Mildly concerned she estimates the Champion is using some sort of sharp, probably bladed weapon. Just then, Envoke hears her name called to be the next challenger. Responding to the call, she walks to the arena's entrance. As she walks to the arena, concern and thrill simultaneously race through her. Seeing the glass bubble containing the simple, flat arena floor Envoke prepares for combat in her mind while walking to the arena. Once in the arena, the audience and the Champion become immediately visible. The large audience resembles an army of peasants from all walks of life as they shout and scream at the combatants in the arena. Then there's the Champion, a roughly 8' tall walking wall of muscle and metal. It's beaten metal armor protecting the several hundred pounds of muscle lying within. Most prominent though is the equally large pole axe the Champion is wielding. The thought, "Death awaits." echoes through her mind. He stares directly at Envoke with a bloodthirsty grin shinning across his face as he grips and regrips his weapon eagerly. "Well the no death rule is obviously out", she comments to herself while turning her back to the brute and sets her stance. An evil grin pervades her lips as she stares back at the Champion, "Good. This is going to be fun."
An obnoxious bell sound overwhelms the arena's interior followed immediately by a charge forward from the brute. Anticipating a harsh diagonal slash Envoke holds her ground as the brute moves ever closer. As the brute nears his target range, she dauntlessly glares at him with one eye as her head remains half turned to the beast. With the Brute's attack approaching its lethal climax, Envoke moves outside the incoming slash's path of destruction with frightening speed followed by an even faster upward swipe of her hand. The unseen swipe removes the large axe blade and a useable portion of the pole from its master's control. Before the brute has even a chance to stop, much less react to her attack, Envoke grips the resultant makeshift axe with both hands and slams the axe deep into the brute exposed neck via a quick spin move around the brute so she can face his well muscled, yet vulnerable back. The intense force of Envoke's blow penetrates deep into the brute's neck causing large amounts of blood to seep and gush out. The brute quickly falls to the arena's hard floor from the dissipation of his charge. Worsening the damage inflicted, the brute manages to somehow land on his back in his vain attempt to recover from the deathly blow. The immense weight of the falling body forces the axe blade to invade his neck completely, leaving his disembodied head to fall helplessly to the floor. The brute's near lifeless body twitches as a natural reaction to the lost appendage. "Stupid is as you do.", Envoke pleasurably comments to the Champion agonizing defeat.
Boos and cries of hate fill the building as the audience stands in utter shock of the battle's conclusion. "Thank you, thank you! I'll be here all week." Envoke proclaims to the rabid audience while snickering. The audience then begins to chant "KILL, KILL" repeatedly in a creepy and sudden unison. She sees one of the bouncers in the back of the building press a large red switch. Small sparks and red, dot-sized lights appear scattered about the glass wall of the arena's interior. Sensing a rapid generation of electrical energy from the glass arena wall she starts looking for an exit. Only two escape options present themselves; Get past all the challengers in the waiting room and eventually back out the front door or straight through the glass barrier to a large circular air vent in the building's ceiling. "Time to go." she commands herself upon deciding to take option 2. Focusing her strength, she quickly prepares to leap through the glass barrier looming above her. Launching herself upward at a breakneck speed, sparks trail behind her as she flies toward the ceiling. Successfully shattering a useful portion of the glass barrier she lands steadily on top of it. Just as she lands, the barrer's lethal force explodes throughout the arena burning the brute to ash while simultaneously electrocuting him with an extreme amount of voltage. In being too late to make the leap to the air vent above, she makes a quick evasive hop backwards away from the escaping heat and electricity from the newly created hole. Drawing from the electricity in the arena she strengthens herself for the hasty escape out the air vent. Due to their displeasure of the outcome of recent events, the audience continues to chant at ever increasing decibels. Noticing electricity charging some foreign devices in the air vent she expects that a terrible trap is already prepared for her upon entry into the air vent. Deciding to avoid such risk she keeps draining the arena's electrical expulsion. The only remaining option was to escape through the ceiling itself. Not knowing exactly how thick or how dense the ceiling is left this plan with risks of its own, but breaking steel and stone would probably be far easier than whatever death trap was awaiting her in the air vent. After absorbing an immense amount of electricity from the arena's lethal defense she feels strong enough to escape through the ceiling's dense weight. Envoke preps her jump stance. Release, she launches into the air at (literally)breathtaking speeds and pierces the ceiling's thick hide. Rising, rising she successfully reaches city sky and hits the apex of her jump about 12 feet above the building's circular roof. And with a solid landing just outside the new skylight she takes a few minutes to catch her breath. "Whiney Bastards!" she sneers.My youtube video of this story.
The poster for a game I was working on called Bonfire.
The idea behind it was to focus on creative
thinking through combinations, experimentation, and blending.
A competition of creative, yet decisive actions.
It has a broad scope, and isn't about combat.
It is more sport-like in nature that favors tactics and choices over damage per turn.
Players: 2-5(1-4 characters per player)
Pieces: 20 characters, 104 skill cards, 45 water tiles, 45 magma tiles, 118 land blocks, 48 walls, 40 counters, a 20-sided die, 1 game board
Setup: Players begin by building the board as they desire using tiles and land blocks to create the terrain of the playing field. You can either have 1 player create the terrain layout, or split the job between any number of players. If there are any arguments, then either roll a die to solve the arguements, or work it out respectfully between each other. Each player then picks from 1 to 4 characters that they will command on the playing field. Players then pick the 3 skill sets that they will use for the duration of the game. Decide amongst each other how you will take turns.
Gameplay: Each player moves up to 5 spaces(split between any number of their characters)and then commands 1 of their characters to use 1 skill card(technique). If a player uses a technique on an opponent's character, then the targeted character may use a technique to defend itself with. Skill cards(techniques) are resuable. If two different techniques affect the same target, then the technique with greater power wins.
Struggle: If one character lands on another character while moving, then a struggle will ensue. Each participating player rolls a 20-sided die, with the highest roll being the winner. The winner gets to move the loser's character one space away, and then have the winning character use one skill card(techniques) to finish the struggle.
Skill card legend:
Single = affects one target
Area = affects an area(# equals the size of the area)
Line = Line Shot(a straight shot from character affecting a range of spaces in the player's chosen direction)
Column = Column Shot(single target that affects a # of spaces vertically)
Trace = same as the Line Shot, but it moves along the ground hitting anything in its path to the target. The player has control over the path that the technique takes.
Range is the number of spaces away from the character were the technique can be used.
Power refers to priority of the technique you are using. The larger the number, then the higher the priority.
Physical techniques are represented by the black and white background, while the magical techniques are represented by the multi-colored backgrounds.
Objective: First to achieve a certain number of points wins the game, or the player with the most points at the end of 20 turns wins the game. Points are obtained by completing Acts.
Acts: Using a technique to create a certain situation is called an act. Different acts can give the player a different amount of points.
Acts worth 1 point are:
KO of an opponent's character by you.
To steal something from an opponent's character.
Acts worth 2 points are:
catching a thrown item.
capturing a character(a chracter can only be captured if it has a dark or light conversion on it).
-2 point acts are:
KO of one of your characters.
to steal from one of your own characters.
immobilizing one of you own characters.
capturing one of your own characters.
Point based techniques: There are also some techniques that can be used for the cost of 1 point. You cannot gain points using these techniques, even if it qualifies for one.
Techniques that cost 1 point are:
Negate 1 state on any 1 character.
Move 1 character 1 space away from the water, magma, or hole that they are currently placed in.
Terrain: Special pieces that are placed on the game board to cause special effects to characters and techniques.
Water: If a character lands on water and cannot fly, swim, or is in a bubble or float state, then that character becomes unusable while in the water. If the water becomes frozen, then characters can stand on the frozen water like normal terrian. If a character is in the water when it is frozen though, that character will also become frozen. Water tiles are blue, and light blue when frozen.
Magma: If a character lands on magma and cannot fly, is in a float state, or is wearing magma shoes, then that character is KO'd. If the magma hardens, then it acts just like normal terrain. If a character is in magma when it hardens, then that character becomes petrified. Magma tiles are red, and then brown when hardened.
Holes: If a chatacter lands on a hole and cannot fly, dig, or has a float state, then that character becomes immobile. Some techniques will be able to fill holes.
Items and Objects: Items are created in 1 turn and become useable during or after the next turn. Items that can be worn, though are used when they are created. Objects on the other hand, can't be worn. The objects must stay on the spaces that they were created on, but they can be moved using certain techniques.
States: States are different effects that can be caused by techniques. When a character becomes affected by a state, then a card representing that state is placed underneath the character. Unless stated otherwise, all states last until they are removed.
KO: The character is knocked out, and can't do anything. The character becomes unusable untill the KO effect is removed.
Paraylsis: Target is unable to move.
Frozen: Target becomes unusable until it is no longer frozen.
Petrifiy: Target becomes unusable until it is no longer petrified.
Bubble: Target character can move and act while in water.
Float: Target is unaffected by water, magma, and holes.
Blind: Target character can't use techniques that are of 10 - 20 in power.
Poison: Target character is hit with a 4 power magical technique at the beginning of each turn after the turn that they got poisoned. The player must roll a 5 or greater on a 20-sided die to survive the poison for that turn. If the character fails to survive the 4 power magical technique then they become KO'd. This poison attack while persist each turn until it is removed from the character.
Protected: Prevent techniques of the stated type from affecting the protected character. Ex. Protected from necromancy means that any necromancy technique will automatically fail to affect the protected character.
Defenseless: Opposite of protected. Any technique of the stated type will always succeed in affecting the defenseless character.
Light conversion: Target character becomes capable of being captured, and also becomes defenseless against Necromancy.
Dark Conversion: Target character becomes capable of being captured, and also becomes defenseless against Divinity.
Double move, action, power, speed, or range: As it sounds. This state doubles the capability of the character in the mentioned attribute. I.E. Double move means the character can move twice that turn, or double action means that character can do 2 acts that turn, etc.
Underground: The target character hides underground which protects it from all physical techniques except for Berserker Crush. If the character tries to move while underground, then they no longer be underground. You need to use the technique Tunnel to remain Underground while moving. While tunneling, the character is also unaffected by land blocks or walls.
Underwater: The character hides underwater which protects itself from all magical techniques that aren't from Elecrtancy, Hydrancy, or Weatherer. Similar to underground, the character will no longer be underwater when it moves to another space that isn't water. The character will need to use the technique Swim to stay underwater while moving.
This is an Unreal Tournament 3 deathmatch level. Best suited for 2-8 players, it's a small frantic map that still manages to have places to hide. I used the caves materials that come with Unreal Tournament 3 to make it. Download DM-Blocky