Serious Sam Classics Revolution
- Genre: 3D First Person Shooter in a Classic Arcade Arena Shooter style
- Remaster of the original "Serious Sam: The First Encounter" and "Serious Sam: The Second Encounter" games bundled with new content
- Release Date: 30 Aug, 2019
- Developer: Croteam, Alligator Pit
- Publisher: Devolver Digital
Meant to be a modern re-release of the Classic non-HD Serious Sam: The First Encounter and The Second Encounter merged together, with a new campaign, Bright Island.
Originally concepted by an intern working at Croteam around 2012, everyone else involved were volunteers from the community. I was included in the "First Team", and came up with the Bright Island campaign idea and design, wrote a design document too. Eventually the game was sort of abandoned after the intern left Croteam; Me and my level designer partner from the Cancelled FPS Game Project team were instructed to pick up the pieces and finish up the new campaign. We were given 3 months; but due to technical issues, we had to finish it up in but a month and a half.
Bright Island Maps
Level 1: Timeless Caves. The first level made by a modeler from the First Team. I worked on its gameplay originally, then again to finish it.
Level 2: Ruins of the Abyss. Second level, made by the same modeler. Gameplay and some extra areas by me.
Level 3: Sunken Pyramid. Put together from two different versions left by the team, and a few area reworks by me.
Level 4: Valley of Plenty. Based on the second "Water Planet" level from the old Sam2000 early build of the original game, with an added new area in the middle.
Level 5: Crystal Cove. Third level made by the same person as levels 1-2. Gameplay and area reworks by me, additional help from my partner.
Level 6: Forlorn Ruins. Made out of three different level pieces and about half of it is made from scratch by me. Contains an end area that was transplanted from the cut level "Astral Engine", a week before the game's release.
Level 7: Tropical Bluffs. Based on the old "Tropic Planet" level from the old Sam2000 early build of the original game, heavily expanded by me.
Level 8: The Steps of Despair. Based on one chunk, and the rest of the areas made by my partner in the team, based on plans by me (see next section).
Level 8: The Steps of Despair
Level 8: The Steps of Despair
Level 8: The Steps of Despair
Plans for New Maps
Most of the levels in the Bright Island campaign have been based on what was already made, half-made pieces and chunks, with a few new areas made here and there. As I handled many of them myself, I created these plans for Levels 6 and 9 for my team member to communicate the design idea I had in mind for them.
Layout plans for the cut level "Astral Engine". It was to be based on two levels made for an unknown game mode that the original developers of the game wanted to implement at one point, but no documentation of what it would have been.
Not wanting to see the already made levels go to waste, planned to use those maps merged into a single level. Unfortunately we weren't ready with it, and was cut from the final release.
Layout plans for the final level "The Steps of Despair". Created the plans for the other designer in the team to communicate my design intent for the map.
Map Loading Screen
Original plans for the loading screen of the episode by me, and the finished version by the same environment artist that worked with us on the Cancelled FPS Game Project.