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Level Design

My school's focus is on the creation of the art assets for games and movies, but as my education progressed, I became more and more interested in how games are designed. So I took it upon myself to learn the design aspect of games. Luckily, my school and professors were very supportive and accommodating of this pursuit.

As I began to research game and level design, I began to see how I could use the principles of art and graphic design to lead a player through an environment, much like an artist can lead a viewer's eye around a painting.

Below you will find some of my work with links to download the maps.

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DM_Apartments

DM_apartments is my second map in the Source engine. It is a small Deathmatch level that took about 2 weeks to complete. It features two apartments with a small courtyard separating them. Each apartment is somewhat maze-like and pulls players to the roof, where the deadliest weapons and major action will take place.

Play balance was a focus on this map in order to not make one apartment more powerful than the other. Also, each apartment has three entrances on the front, as well as two on the back, providing plenty of opportunity to escape or attack the other building without getting stuck in the courtyard.

Download DM_Apartments.

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DM_Greenmile

This is a map created for Half-Life 2 Deathmatch. Being my first attempt in the Hammer Editor, this was an experiment in both using the editor and having hidden functionality.

By hidden functionality, I mean that when a player sees the map for the first time, it appears to be made of long hallways. These hallways provide beautiful views, but poor game play. So in order to provide functionality, there are numerous passageways and ladders built into the prison cells. This network of alternative paths means that most of the action will not take place in the hallways, but instead, players will be weaving through the map as if it were a close-quarters style map.

Download DM_Greenmile.

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Kahleigh's Retreat

This is a small mod I made for The Elder Scrolls III: Morrowind. It is a small home for the player to reside in. I focused on lighting to provide a relaxing atmosphere, a place for the player to escape the harshness of Morrowind.

There are also a few scripted items, including display cases that open when activated, and a cat that will take ingredients out of the player's inventory and sort them into labeled jars for later use.

Download Kahliegh's Retreat.