Sector 9
Type: Individual Project
Editor: Hammer
Engine: Half-Life 2 Source
Construction Time: 5 months
Overview: I created this level for my Masters project. My overall goal was to tell a story using only environmental objects (bsp, textures, meshes, lighting, sound, scripted events) and test how well players interpreted that story. I chose the "zombie experiments gone wrong" motif as something many people would recognize from movies and games.
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Download the level (5MB)
Download the design document in .doc format (3.1MB)
Download the design document in .pdf format (738K)
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Deja Vudu
Type: Team Project
Editor: Hammer
Engine: Half-Life 2 Source
Construction Time: 5 months
Role: Level Designer
Overview: Deja Vudu is a single-player, first-person puzzle game where dangerous voodoo spirits (loa) have trapped the player in an abandoned, New Orleans mansion. She must accept the aid of an untrustworthy voodoo doll to find and capture the loa if she wants to escape. I was tasked with building the vertical slice level including: design, documentation, BSP, entity placement, and all gameplay scripting.
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Download the game (280MB)
Watch the trailer
Watch a video of a puzzle I designed and scripted for the project
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Detour
Type: Individual Project
Editor: Radiant
Engine: Doom 3/ Quake 4
Construction Time: 7 weeks
Overview: This level's theme and inspiration came from the Hub levels in Quake 4. I really liked the room layouts, abundant use of curves, and blue lighting scheme. The idea was to do Hub 1.5 where the map could fit into the time between when the player rides the elevator out of Hub 1 and reappears in Hub 2. The player must fight his way to a security room and deactivate the system.
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Download the project (9.4MB)
Download the design document in .pdf format (981K)
Download a mini-portfolio in .doc format (1.7MB)
Download a mini-portfolio in .pdf format (1.5MB)
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Outpost 092
Type: Individual Project
Editor: Radiant
Engine: Doom 3/ Quake 4
Construction Time: 4 days
Overview: I completed this vignette for a final exam. The player must find an alternate way around locked doors to restore power to the area. This also alerts the Strogg to his presence, and the player must fight his way back to the beginning of the level to reach his final objective.
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Download the project (2.2MB)
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Ghost Stories
Type: Individual Project
Editor: TES Construction Kit
Engine: Gamebryo - Oblivion
Construction Time: 7 weeks
Overview: This project is a quest mod for Oblivion that introduces a new island populated by a small town and two ruins. The player accepts the task of helping a scholar research his book on the war between High Elves and Imperial forces that resulted in the ruins. Once he enters the ruins, he discovers ghosts from the long dead armies still inhabiting their old home. He must chose which side to support with the ultimate goal of laying both armies to rest.
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Download the project (1.05MB)
Download a mini-portfolio in .doc format (1.8MB)
Download a mini-portfolio in .pdf format (1.8MB)
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Burgled!
Type: Team Project
Editor: Unreal Editor 2.0
Engine: Unreal Engine 2 (UT2k4)
Construction Time: 12 weeks
Role: Associate Producer/Level Designer
Overview: Burgled! is a total conversion mod for Unreal Tournament 2004 that adds new characters, new weapons, new levels, and a new gametype. In my role as Associate Producer, I wrote and edited most of the game design document, scheduled and assigned tasks, and ensured that what my team members created matched our overall vision for the game. Further tasks included co-creating the vertical slice level with the lead level designer and modelling, unwrapping, and texturing over 25 of the simpler static meshes to free our artists for the complicated models.
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Download the project (75.8MB)
Watch the trailer
Download the game design document in .pdf format (2.5MB)
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