Showing posts with label Level Design. Show all posts
Showing posts with label Level Design. Show all posts

Thursday, December 6, 2012

Stargate No Limits Commentary

I have a new video up demonstrating my work on the Stargate No Limits fan game that I'm working on


Tuesday, October 30, 2012

SNL: Stargate No Limits Map Update

A few screenshots of a temple interior that i'm working on.
(Click to Enlarge)

Central Area


Temple Interior (WIP)


Tuesday, July 17, 2012

SNL- Stargate No Limits

A few screen shots of the Stargate mod I'm currently working on in unreal.


For more information visit the website

Wednesday, July 6, 2011

Castlevania Challenge Walkthrough: Getting Inside the Castle



     This is a walk-through to the first section of my challenge.  It emphasizes the use of exploration, environmental awareness and platforming.

Wednesday, January 26, 2011

Level Design: Splatterhouse


Here is a Demo of my work as a Level Designer on Splatterhouse Team Kaizen. An in-house studio formerly employed by Namco Bandai Games America. I was hired on as an Intern for a three month contract and then my contract was extended another 3 months to finish the project.

The Levels that I worked on exclusively were the survival arenas: Shadow of the Wicker Man, The Observation Room, Heart of the Manor and Death Coaster.  When the other intern's contract was up I took over her work which were the remaining survival arenas. I also assisted on a few of the story mode levels including: Phase 2,3,5,6, and 8. My duties within story mode were setting up the mask vision points of interest, Navigation mesh edits, Environmental destructible placement, bonus leech placement and Spatter Wall Placment( the effect where the enemies splat against flat surfaces).

Level Design: Castles in the Sky

 
            

This level was created using Dunia,  a proprietary engine derived for the game Far Cry 2.  In this Level design sample I built a multiplayer level using assets provided by the engine.  Within Dunia I was limited in lighting options because I had to work around lighting issues by using  directional lighting.  Dunia does not allow the placement of point lights however you are given the option to manipulate the directional light provided by the sun.