
Harry Potter and the Prisoner of Azkaban

A sheet of puzzle ideas for Harry Potter and the Prisoner of Azkaban.

A rough level sketch during the first weeks of development.

This is the top-down view of an early version of Care of Magical Creatures in the Unreal Editor. Lots of sight line-blocking twists and turns were needed to keep the framerate high.

A perspective view of the Care of Magical Creatures race track showing the zone boundaries.

A relatively final shot of the Care of Magical Creatures track. I used tunnels, both man-made and natural, to link zones that hid geometry from the camera.

The final checkpoint for the first race in Care of Magical Creatures - there were races each using a successively harder checkpoint layout.

I turned more obstacles on for later races - such as the fallen trees that players would need to dive under or over.

The Hogwarts main courtyard was one of the environments I tried hard to match the specs I’d been given from the film set.

Despite how crude it looks now, we were able to achieve some stunning lighting and environmental design by using the latest version of Unreal.

I had to build this small area to house the final cinematic of the game…

I got to design the more sinister levels in the game, such as the Expecto Patronum challenge, which suited me very well…


The tower where Sirius was imprisoned was another envrionment I built by painstakingly converting the real-life measurement of the films miniature version of Hogwarts into Unreal’s 16u/foot dimensions.

I was able to sculpt hills for the opening cinematic environment in the latest verison of UnrealEd, which included a tiny version of the train to achieve the perspective we needed.

These pipes were highly influence by playing Silent Hill 2 at the time…














