[Work in Progress]
Development Time: Four Months
Role:
-Created all design documentation and 2D maps
-Blocked out all geometry and placed models
-Scripted all sequences
Engine Used: Radiant (Call of Duty 4)
Description:This level expands the story of the Abrams tank “War Pig”, but this time from the perspective of the tank’s gunner. The player is only concerned with the firing the tank's mounted machine-gun (the .50 cal M2) and the main cannon (120 mm M256). The look and feel of the level is similar to the tank escort mission War Pig while having the gameplay similar to Death from Above or the turret portions of Shock and Awe. The level takes place on the way into “The Capital City”. At 04:30 alpha nine an Improvised Explosive Devise (IED) separated call sign “War Pig” from its company. This means that “War Pig” must take an alternate route to rendezvous with its company.
Development Time: Three Weeks
Role:
-Created all design documentation and 2D maps
-Blocked out all geometry and placed models
-Scripted all sequences
Engine Used: Source (Half-Life 2: Episode 2)
Description: "It's Ours Now" takes place shortly after the defeat of the Combine striders at the end of Episode 2. The level is set in White Forest at a base formerly used as a Combine base of operations. The player must fight off the Combine that is attempting to retake the base. The objective of this level is to provide the player with a three to four minute transition between one map and another while giving the player a shooting mini-game in the process. This is a single player level for Half-Life 2.
Development Time: Eight Weeks
Role:
-Created all design documentation and 2D maps
-Blocked out all geometry and placed models
-Scripted all sequences
Engine Used: UE3 (Gears of War)
Description: The level follows a member of Bravo Squad as they perform a search and rescue mission for a key military scientist. To achieve this goal the playermust enter the building she is hiding in and secure it until rescue can arrive. Throughout the many scripted sequences, the player learns to use various switches and interactive objects to accomplish their goals.
Development Time: Three Weeks
Role:
-Translating Gameplay Metrics
-Created all design documentation and 2D maps
-Blocked out all geometry and placed models
-Scripted all sequences
Engine Used: UE3 (Unreal Tournament 3)
Description: DM17 is a reconstruction of the Quake 3 map by the same name. The purpose of the project was to learn unreal and to practice at constructing a visually interesting map while conforming to specified gameplay. The instructions for the project specified that I was to keep the gameplay the same as the original map, so all metrics for the level had to be discovered by playing though Quake 3 DM17 several times in order to translate the map to Unreal Tournament 3.





