Games. Levels. Design.
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3D

 

Perspective

Perspective

Perspective

I was the level designer on Perspective, a first-person puzzle game mixed with a 2D platformer. My responsibilities included the creation of all puzzles in the game, as well as all of the placement of objects and structures in the game.

Source Engine custom levels

Portal

Custom map – 2008

This map is a level designed in the Portal Hammer Editor that focuses on puzzles based on rotation. The player does not have a portal gun, so they must progress through puzzles that are stand-alone and have their own rule-set, somehow grounded in rotation.

This Portal level was my first real attempt at 3D level design. Luckily, Portal is a great game for a beginner to map for, since I didn’t have to worry about AI, sky-boxes, or combat. I could just focus on the puzzle design. The actual content of the level is quite¬†bizarre, since I didn’t implement the portal gun. Instead, I was basically attempting to create puzzles of my own kind, but since I didn’t know how to create my own game at the time, I used the source engine since that’s what I knew. The level ended up looking quite nice, but the puzzles were fairly hit-and-miss.

Team Fortress 2

VALVe Artpass Contest – 2010

The art pass contest put on by VALVe was a fun contest. The level designers at VALVe created the layout, and then sent it out to the world for contestants to detail. As this was the case, I was able to focus on making the map look nice instead of working on play-testing and balancing. My biggest problem was that I had classes at the same time that I was creating this, so while I can’t blame the classes, I will say that I did learn to manage my time wisely.