

Throughout the years, we have had every type of challenge that you can imagine, with topics ranging from characters to levels, from high poly to low poly. Most recently, we had a high poly level challenge, and due to its success, we have decided to continue the level building theme into the current challenge. Only this time, contestants will be asked to create a environment for an handheld system. Therefore you (the contestant) will have to deal with the constraints involved in the development of handheld consoles.
This challenge will be very open in the sense that we will not impose restriction against the participants creativity. Simply put, you are allowed to choose your game genre and type, and freely go about the creative progress. Some examples are:
The track in the Ridge Racers game on the PSP platform.
A level in Super Mario 64 for the DS game platform.
A fighting area of a Fighting game.
A Dock in an FPS game.
The decided polycount for this challenge is generous for those used to working with low poly limits, and at the same time provides an challenge to individuals who have grow accustom to working on high-poly models. What makes a good level designer is knowing when and how to use polygons wisely in a game environment. Choosing from having a larger, less detailed level; or a smaller, more detailed level; also, as an side note, keep in mind the limits when it comes to texturing your objects. There will be no option for large texture sizes and normal maps! When it comes to designing your level chose whatever style you want, and let your imagine go wild. You are allowed to use some of those polys for props such as plants, trees, tables, crates or whatever assorted props you want the main character to encounter in the level.
Guidelines:
*Poly Limit:
45,000 total triangles LIMIT
-32,000 triangles before instancing
-13,000 triangles during instancing
*Texture Limit:
We are handling Textures differently during this challenge, taking a less restrictive approach. After talking to various Developers, the general conclusion is that the PSP (and other handhelds) can easily handle processing multiple 128x128 textures, which are often used while creating main characters and levels. The DS on the other hand has an harder time processing such large textures, and therefore Developers focus mainly on 64x64 textures. How you decide to use your texture sheets is up to you, though you can not have a single texture sheet larger than 128x128.
Try to base everything on this design focus.
You want to have ALL of your textures to be used per load time within a 2mb frame.
(THIS is the only texture requirement)
[color=lime]Threads:[/color]
Please follow this format when creating your entry thread.
UGAC Handheld Environment- (insert game genre) - (your CGTalk username)
[color=white]example:[/color]
UGAC Handheld Environment Sci-Fi Racing BobJoe
Inside the thread; post your name, game genre, handheld system, and your game concept that your level will be based in.
[color=white]example:[/color]
Name: BobJoe
Genre: Sci-Fi Racing
System: PSP Handheld
Concept: POD Racers- In the future, the futuristic sport of pod racing hits the main stream catering to an wide audience, with its fast pack action, and its deadly race courses.
Submissions:
Posting guidelines will be in the submission thread. This thread will be up shortly after the beginning of the challenge. So if you finish your project early, you can post it before the final week of the competition. Finished models only, DO NOT post WIP in the submission thread!
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Competition ends April 8th
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Good luck!
-Daren Loney
[color=lime][EDIT #1]
[/color]The Submissions thread is now up. [LINK]
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For more detailed information;
View this challenges PDF Rule Book.



