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<title>turk476's CGPortoflio Gallery</title>
<link>http://turk476.cgsociety.org/gallery/</link>
<description>turk476's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Quasso Station Control Room</title>
	<link>http://turk476.cgsociety.org/gallery/571286</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1197260277_small.jpg"><br><br>Arieki - Ligo - Thunderhead: Quasso Station<br />
<br />
This room was created with existing assets but used in a completely different way. Responsible for asset placement and lighting. ]]>
	</description>
	<pubDate>Mon, 10 Dec 2007 04:18:09 +0000</pubDate>
	</item>
	<item>
	<title>Eloh Relic</title>
	<link>http://turk476.cgsociety.org/gallery/573868</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1197873935_small.jpg"><br><br>]]>
	</description>
	<pubDate>Mon, 17 Dec 2007 06:45:38 +0000</pubDate>
	</item>
	<item>
	<title>Howling Maw Dead Zone Atmosphere Generators</title>
	<link>http://turk476.cgsociety.org/gallery/573866</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1197873768_small.jpg"><br><br>Foreas - Valverde - Howling Maw shared map<br />
<br />
Atmosphere generators in the Howling Maw Dead Zone]]>
	</description>
	<pubDate>Mon, 17 Dec 2007 06:42:51 +0000</pubDate>
	</item>
	<item>
	<title>Warnet Lair</title>
	<link>http://turk476.cgsociety.org/gallery/574523</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1198038051_small.jpg"><br><br>]]>
	</description>
	<pubDate>Wed, 19 Dec 2007 04:20:53 +0000</pubDate>
	</item>
	<item>
	<title>Cratered Forest</title>
	<link>http://turk476.cgsociety.org/gallery/574526</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1198038412_small.jpg"><br><br>]]>
	</description>
	<pubDate>Wed, 19 Dec 2007 04:26:55 +0000</pubDate>
	</item>
	<item>
	<title>Bane Juggernaut Warehouse</title>
	<link>http://turk476.cgsociety.org/gallery/573865</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1197873619_small.jpg"><br><br>Arieki - Ligo -Thunderhead - Quasso Station<br />
<br />
]]>
	</description>
	<pubDate>Mon, 17 Dec 2007 06:40:26 +0000</pubDate>
	</item>
	<item>
	<title>Entrance to the Death Burrow</title>
	<link>http://turk476.cgsociety.org/gallery/571287</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1197260503_small.jpg"><br><br>Foreas - Valverde - Howling Maw shared map<br />
<br />
The Howling Maw Death Burrow has been corrupted by both the Bane and a mysterious blight that plagues the land. Inside the Death Burrow a group of infected takes refuge. This is height map with asset placement. Responsible for height map sculpting, ground texture painting, asset placement. ]]>
	</description>
	<pubDate>Mon, 10 Dec 2007 04:21:45 +0000</pubDate>
	</item>
	<item>
	<title>Cyclops Cave of Megara</title>
	<link>http://turk476.cgsociety.org/gallery/452826</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1169131917_small.jpg"><br><br>Game level created with Titan Quest Editor. The editor is height map based with object tile elements. I sculpted the terrain, blended the ground textures, added water, etc. All placeable objects were created by Iron Lore Entertainment artists. ]]>
	</description>
	<pubDate>Thu, 18 Jan 2007 14:52:30 +0000</pubDate>
	</item>
	<item>
	<title>Egyptian Marsh</title>
	<link>http://turk476.cgsociety.org/gallery/455367</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1169666976_small.jpg"><br><br>Game Level created with the Titan Quest Editor for Titan Quest. ]]>
	</description>
	<pubDate>Wed, 24 Jan 2007 19:29:48 +0000</pubDate>
	</item>
	<item>
	<title>Swamps of Delphi</title>
	<link>http://turk476.cgsociety.org/gallery/455369</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1169667055_small.jpg"><br><br>Game level created with Titan Quest Editor for Titan Quest. ]]>
	</description>
	<pubDate>Wed, 24 Jan 2007 19:31:05 +0000</pubDate>
	</item>
	<item>
	<title>Hades Landscape</title>
	<link>http://turk476.cgsociety.org/gallery/452830</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1169132498_small.jpg"><br><br>Game level created with Titan Quest Editor for Titan Quest: Immortal Throne. The editor is height map based with tile object support. In this scene I sculpted terrain, placed all objects, placed lighting, and blended ground textures. All objects were created by artists at Iron Lore Entertainment. In this environment we were striving to create something otherworldly and unsettling. ]]>
	</description>
	<pubDate>Thu, 18 Jan 2007 15:01:42 +0000</pubDate>
	</item>
	<item>
	<title></title>
	<link>http://turk476.cgsociety.org/gallery/452165</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1169002300_small.jpg"><br><br>Created with Titan Quest Editor for Titan Quest Immortal Throne]]>
	</description>
	<pubDate>Wed, 17 Jan 2007 02:51:43 +0000</pubDate>
	</item>
	<item>
	<title></title>
	<link>http://turk476.cgsociety.org/gallery/451350</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1168827688_small.jpg"><br><br>Created with Titan Quest Editor]]>
	</description>
	<pubDate>Mon, 15 Jan 2007 02:21:35 +0000</pubDate>
	</item>
	<item>
	<title></title>
	<link>http://turk476.cgsociety.org/gallery/451349</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1168827624_small.jpg"><br><br>Created with Titan Quest Editor]]>
	</description>
	<pubDate>Mon, 15 Jan 2007 02:20:25 +0000</pubDate>
	</item>
	<item>
	<title></title>
	<link>http://turk476.cgsociety.org/gallery/451345</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1168827435_small.jpg"><br><br>Created with the Titan Quest Editor]]>
	</description>
	<pubDate>Mon, 15 Jan 2007 02:17:17 +0000</pubDate>
	</item>
	<item>
	<title></title>
	<link>http://turk476.cgsociety.org/gallery/451344</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1168827380_small.jpg"><br><br>Created with the Titan Quest Editor]]>
	</description>
	<pubDate>Mon, 15 Jan 2007 02:16:23 +0000</pubDate>
	</item>
	<item>
	<title>Archaeological Find</title>
	<link>http://turk476.cgsociety.org/gallery/465200</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1171863636_small.jpg"><br><br>WIP: This is a combination of many layout sketches for a UT map I'm working on. The premise of the map is that you, as an archaeologist, have uncovered the ruins of a what looks like a bomb shelter. The exploration based levels provide a framework to tell  a story of courage during  desperate hours. The plot unfolds with visual cues only. ]]>
	</description>
	<pubDate>Mon, 19 Feb 2007 05:40:39 +0000</pubDate>
	</item>
	<item>
	<title>Levels in Profile</title>
	<link>http://turk476.cgsociety.org/gallery/465219</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1171865365_small.jpg"><br><br>WIP: This is a simple profile of the levels of the UT mod that I'm working on currently. This is primarily to show how the levels stack on each other. ]]>
	</description>
	<pubDate>Mon, 19 Feb 2007 06:09:27 +0000</pubDate>
	</item>
	<item>
	<title>The Landing Zone</title>
	<link>http://turk476.cgsociety.org/gallery/465201</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1171863830_small.jpg"><br><br>WIP: This is a simple layout sketch for a UT mod I'm working on. The player uncovers the ruins of a bomb shelter hidden amongst a thickly forested environment. A large tunnel enters the side of a mountain leading to an unknown interior. ]]>
	</description>
	<pubDate>Mon, 19 Feb 2007 05:43:52 +0000</pubDate>
	</item>
	<item>
	<title>B1: Hangar Bay</title>
	<link>http://turk476.cgsociety.org/gallery/465204</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1171864143_small.jpg"><br><br>WIP: This is a simple level layout of a UT mod I'm currently working on. The dark tunnel opens up to a large hangar bay filled with familiar human vehicles. There are large, expansive rooms for storing vehicles, fuel, and parts. Many of these items are strewn about, and show significant decay. A main element of this level is air exhaust and filtration - large fans and vents are placed to prevent the buildup of harmful gases. ]]>
	</description>
	<pubDate>Mon, 19 Feb 2007 05:49:50 +0000</pubDate>
	</item>
	<item>
	<title>B2: Living Quarters</title>
	<link>http://turk476.cgsociety.org/gallery/465207</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1171864524_small.jpg"><br><br>WIP: This is a simple level layout of a UT mod I'm working on currently. After descending the stairs of the Hangar Bay, player enter the living quarters of the occupants. To continue the octagonal theme, the center of this level is a large mess hall surrounded by glass windows on all sides. There are signs of struggle on this floor - bullet holes scar walls, various metal doors have been welded shut. Players can enter overhead ventilation shafts to see into some of these sealed rooms. The isolated environment and careful climate control have preserved the site incredibly.]]>
	</description>
	<pubDate>Mon, 19 Feb 2007 05:55:28 +0000</pubDate>
	</item>
	<item>
	<title>B3: Command Center</title>
	<link>http://turk476.cgsociety.org/gallery/465211</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1171864841_small.jpg"><br><br>WIP: This is a simple level layout of a UT mod I'm working on currently. This is the command center of the shelter. In the center of the room is a large work area consisting of hexagonal workstations. Framing these workstations is a large computer display of the entire world with strategic locations burned into the monitors. Surrounding the central work area are many conference rooms for strategic and tactical planning. Players find that access to the floor below has been denied. Eventually they are lead to a large hole blasted into the floor which leads to the floor below: The Network Core. ]]>
	</description>
	<pubDate>Mon, 19 Feb 2007 06:00:44 +0000</pubDate>
	</item>
	<item>
	<title>B4: Network Core</title>
	<link>http://turk476.cgsociety.org/gallery/465218</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1171865233_small.jpg"><br><br>WIP: This is a simple level layout of a UT mod I'm working on currently. Since this is a solo project I've decided to focus on this map since with simple modifications it can double as a single or multiplayer map. This is the network core, a large underground computer complex. In many ways this complex mimics the structure of a biological organism. The processor cores are like synapses; the power cells are like the power centers of a cell; wires run through hallways like nerves, pipes like veins. All of these converge on the central network core which has subtle similarities to a brain. Most of the passages to this central core have been blocked so players must find an alternate path amongst the crisscrossing maze of service shafts. These alternate routes also bring them to a large underground coolant chamber.  ]]>
	</description>
	<pubDate>Mon, 19 Feb 2007 06:07:18 +0000</pubDate>
	</item>
	<item>
	<title>Network Core</title>
	<link>http://turk476.cgsociety.org/gallery/467727</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/262471/262471_1172461413_small.jpg"><br><br>WIP: This is just a quick concept of the central room of the Network level, the Network Core. I'm no painter by any stretch of the imagination, but hopefully it conveys what I'm aiming to create in this room.  I kind of wanted this to resemble a living brain without resorting to the classic &quot;Mother Brain&quot; design. The large colis of wires mimic a spinal cord and the overlapping represents the folding of the brain. The main goal of the entire level is to reach this room. ]]>
	</description>
	<pubDate>Mon, 26 Feb 2007 03:43:35 +0000</pubDate>
	</item>
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