Levels

Half-Life 2 – Quest for Dog’s Spark

Level Summary

Development Time: 5 months

Level Description: This singleplayer Half-Life 2 level takes place within an old underground temple located within a mountain. The game space consists of three mian areas: a small desert exterior just outside the entrance to the temple, the interior of the underground temple that contains several dangerous puzzles, and an additional small exterior on the outside of the temple’s exit. The player’s objective is to traverse through the temple; making their way past the puzzles, in order find Dog’s spark and then give it to him.

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Unreal Tournament 3 – Derelict

Video – Highlight Reel

Level Summary

Development Time: 3 weeks

Level Description: The goal when creating Derelict was to create a unique Unreal Tournament 3 level based off of the original DM17 level from Quake 3. My level design is a mirrored version of DM17 – which adds two more upper level platforms on the other side of the map as well as another middle platform underneath that. However, the most unique addition is a huge derelict spaceship floating in the middle of the level that players fly to using the jump pads from the platforms surrounding it. I had several goals in mind when creating and designing Derelict.

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Gears of War – Rescue in the Dark

Video – Highlight Reel

Level Summary

Development Time: 5 weeks

Level Description: Rescue in the Dark is a Gears of War rescue mission located within a kryll-infested courtyard. The overall objective of the level is to clear the kryll off a helicopter pad by turning on two floodlights, each of which are on two different platforms on opposite sides of the level. The level has four main areas: the west and east platforms (each with a floodlight), the north platform, and the helicopter pad. Each platform contains an initial attack from four wretches as the player reaches it, and the original design of the level calls for an emergence hole to open up nearby after each floodlight is turned on. In order to create a fun and exciting level, I had several goals in mind when making the design for Rescue in the Dark (see below).

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Half-Life 2 – Zombie Cleanup

Video – Highlight Reel

Level Summary

Development Time: 4 weeks

Level Description: The original goal of Zombie Cleanup was to create a Half-Life 2 level that uses the crossbow in a unique way. The overall objective of the level is to kill your way through three waves of zombies using a new and improved version of the crossbow called the “fire crossbow.” The design of the level is quite simple with four main areas: the starting alley, the rebel house, the two side alleys where the zombies come from, and the storage room. Below are goals I had in mind when designing Zombie Cleanup.

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Unreal Development Kit – Monster Mafia

Video – Game Trailer

Level Summary

Development Time: 5 months

Team of 13 people: 3 Programmers, 5 Level Designers, 3 Artists, 1 Game Designer, and 1 Team Lead

Position: Level Designer

Project Description: Monster Mafia is an orthographic dual stick shooter/dungeon crawler. The main concept of the game is that it takes place during the 1950s and features monsters and ghouls as commonplace. The player plays as a skeleton hitman who is off to get even with the mafia boss who betrayed him. I was the level designer on the third level which contained the initial concept of creating a transition level between two boss battles. Because my level is later in the game it needed to have a harder difficulty then the levels before it. Below are some goals I set for myself when making the level.

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