A DECADE OF LEVELS

TECHNOLOGY USED

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This page serves to catalogue some of my most significant maps created since I began designing levels around ~2010. While this is nowhere near a comprehensive collection of my work, it shows my progress and consistency over a decade.

raising the bar redux 2019 - 2020

I spent about a year working with the RTBR team recreating the HL2 beta. In my time, I primarily worked on 3 levels. I hope that one day I have enough time to return to the project and help them push to a full release. My work on RTBR has its own page in my portfolio.

Hospital Shootout Fall 2018

I created hospital shootout as a way to soley focus on level design with an emphasis on dynamic combat and an interconnected environment. This project also has its own page in my portfolio.

Sewers - Winter 2017

Sewers was the second map in a solo mod project I called 'The Canals.' This level focused on being less action focused than my previous levels and is more about atmosphere. I also really wanted to push the 'double-back' concept with players repeatedly returning to previous spaces to create a sense of space.

This level suffers from being punishingly dark. While I wanted the atmosphere the darkness often hides a lot of environmental storytelling and makes certain sequences frustrating.

Overall, though, I'm very happy with this level and believe it is some of my best work. I think the way events unfold - with many solutions to problems introducing new problems - keeps the level feeling fresh and exciting and, when it's not too dark, it's one of the prettier levels I've made.

Canal - Winter 2017

Canal was the starting map in a solo mod project I called 'The Canals.' Unfortunately, this project was canned when I began studying at SCAD. This level focused on traversal and puzzle solving; as the first level in the mod, I wanted to avoid intense combat.

As typical for my earlier environments, this level suffers from being frequently too dark. Watching this now, it's also apparent to me that many of my puzzle are rather obtuse and I do a poor job of leading players towards progress throughout the level.

Similar to Sewers above, this level represents the height of my Source capabilities with advanced scripting throughout and the best visual fidelity you can strangle out of a, at the time, nearly fifteen-year-old engine.

Alpha Canal - Fall 2016

Alpha Canal was the original first level of my solo mod 'The Canals.' Eventually, I scrapped this level when the project became more ambitious and I realized I could build at a much higher standard of quality.

This level suffers from being ruthlessly difficult - most encounters can only be survived with previous knowledge of enemy placement - can you believe this was going the be the first level of an experience?!

You can also see my visual style begin to harden here with dark, moody environments and punchy lighting.

Water Plant - Fall 2016

This level began as a standalone practice map to keep my skill sharp between projects. Ultimately, I was so happy with this map that it inspired me to begin my solo mod project 'The Canals.'

Water Plant is a signature of this era of my work for better or worse. On the positive side, my signiture style begins to develop here - deep atmosphere, gameplay variety, verticality, and 'double-backing' layouts. On the negative, the environments are too dark and the way forward is often unintuitive to players. A unique issue to this level is an almost dreamlike layout, where the way the environments are connected is completely illogical and strange.

Complex - Summer 2016

Complex was the original 'Hospital Shootout' in that it's a level created purely to showcase gameplay. At the time, I was doing a lot of work to better understand AI and constructing combat encounters to add to my, at the time, generally puzzle-focused levels.

This level suffered from a rookie mistake - while ambushes can be fun occasionally, consistent ambushes make the experience frustrating and almost force multiple playthroughs to overcome the disadvantage, which is not ideal.

This level also highlights a lack of down time in many of my levels. up to this point, my levels had some type of gameplay in every single space, making the pacing feel sluggish or annoying. You can see that in later levels, there is generally liminal spaces between set pieces.

Conclusion

Thank you so much for coming on this journey with me, I cannot express how much it means to me that you're here.

I find it absolutely inspiring to see how much I progressed between 2010 and 2020, not to mention my current work. I built this page out of passion to show my deep dedication to level design, and really, environments, in games.