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Level Design

I am a level designer/environment artist looking for employment in 3D media design, preferably in the gaming industry. I have experience in several different areas of game design including: level design, prop creation, texture creation, programming, animation, scripting and optimization. I am a hard worker willing to learn from more experienced professionals. My goal is to learn from my mistakes and become a better artist.

Shichang

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Shichang is a hostage rescue level for counter strike Global offensive set in the urban streets of hong kong. Still a work in progress, I have spent hours working on the design and planning. The design has a different approach to hostage rescue. The counter terrorist's have most of the high ground and most of the advantages. This doesn't make it easier for the counter terrorist's since most of the high ground is visible and in plain view. The Hostages are in an enclosed building near Terrorist's spawn area. This gives the terrorist's the ability to walk away from the hostages with only a few ways for CT's to rescue them.

What did i learn from this project?

  • The Importance of timing.



  • Timing is important as important as sight lines. The player can't have a long sight line in csgo. It gives a large advantage to players using awps. If there is going to be a sight line it needs to be dangerous to get into position.



  • How to use a color and mix colors to give the level a beautiful look




  • How to use software to create a 2D skybox.



Links:

Work in progress thread

Steam Workshop


Kandagal

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Kandagal is a large game level made for New World Interactive's game, Insurgency.  It was made for their contest with Gamebanana, where I placed 5th for its design.  The level supports several game modes and has been really popular on the servers.  I was later contacted by New World Interactive to have it become an official map in Insurgency.

What I learned from this project?
  • When optimizing for a game engine like source, planning is need before you start the detail process.



  • Never make a choke point near a spawn area, Unless there a alternate routes out of spawn.
Links:
Work in Progress Thread
Gamebanana Page

Antrum

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A small/medium sized game level for Chivalry: Medieval Warfare. The map was made during the 'Fortification Contest.' The level supports a unique version of team objectives. The final objective for the level is to retrieve gold bricks inside the castle.

What i learned from this project? 
  • How to use Zbrush effectively.
  • Better understanding of modular design.

  • Using a straight forward design is important, you do not want the players to get lost.

  • Always try to play-test a level. It was difficult trying to find enough people to play and give feedback.




Links:
WIP Thread
Gamebanana page

Retrofit

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Retrofit is a small level for CS:GO's ‘arms race’ game-mode. My primary focus was to make a circular level, mirroring the sides yet creating enough differences so that they did not look the same. The result was well received in playtests.

What I learned from this project?

  • Path's have to be simple for a fast paced game-mode.
Links:

Gamebanana page

Fringe Reciprocity

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This level was a recreation of the episode from Fringe Reciprocity. Probably one of my favorites simply because I love the TV show. All textures and models are made by me except the Humvee, the metal grates by the machine, a ceiling texture, and I had to use some photos from the episode for the display boards.


What did I learn from this project?

  • How to effectively use colors to convey a scene.

Links:

Gamebanana page
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