
Level Design
Before my first sketch I grabbed tons of reference images of waterfront areas and destroyed cruise ships.
I added in enemies with a simple patrol pattern as well as a third person controller. Both were created by following tutorials then modifying them from there. I typically program in C# so Blueprints are new-ish to me.
This sewer area serves as a platforming section. Players can choose which route to take to get to the end of the area. They can even freely explore the whole area to find collectibles.
A boat statue provides a unique visual flair while acting as the main element of cover in the space.
I then started blocking out my level by using BSP volumes and approximating the space based on my sketch.
The final combat encounter takes place in an indoor space that was entered from the top. Players have the high ground advantage but the enemies have a barricaded gunner and many areas to hide, evening out the odds.
Rooftop journey
This is from a first person indie game. At this point the players are following an NPC through the rooftops of a busy night-time city. I wanted the players to feel like they were really maneuvering through many rooftops and getting into places they shouldn’t be able to access.
From the starting point of the level, a massive construction project of a bridge between two buildings can be seen. This Landmark draws player in and gives them a short term goal. From there they can walk, sprint, and mount their way through the rooftops until they descend down into an alleyway where they reach the end point of the level.
My initial level sketch.
A bridge between buildings, lots of fun for dangerous jumps. There are plenty of opportunities to see the road below.
Signage and blocked areas guide the player down from the rooftops.
Player’s get a great view of their short term goal in the distance.
A simple platforming section prepares players for the more difficult jumps ahead.
CSGO - de-railhouse
de_railhouse is a fast paced 2v2 map designed for Counter Strike: Global Offensive using Valve’s Hammer World Editor. The goal was to have a small map that rewards player reflexes as well as strategy. It went through multiple iterations and adjustments after playthrough sessions and initially started as a sketch on paper.