Game: Gears of War
Development Time: Approximately 4 weeks
Description: "Timgad Firefight"'s creation was a two-step process that revolves around creating tactics-heavy gameplay first, then adding static meshes, environmental storytelling and decorative elements that enhances the gameplay, but fits with the Gears of War universe.
The level features multiple paths, each with different advantages and lines of sight. Delta Squad was included to allow for the player to utilize flanking maneuvers while their squad mates lay down heavy fire.
Tasks:
- Design and block out a single combat scenario with BSP
- Script enemy encounters with Kismet
- Add static meshes, lighting and texturing to create visual interest
- Add sounds and music for atmosphere
Gameplay Video (No Commentary)
Game: Gears of War
Development Time: 16 weeks
Description: "Under Deadly Skies" is the culmination of 6-8 months experience in the Unreal Editor for Gears of War. This project focuses on creating a grungy, industrial environment, with a few creative liberties taken to create visual interest and to showcase a slightly different take on an industrial setting.
My focus for the level was to change the Kryll from a hazard to a weapon at the player's disposal.
Tasks:
- Created a single-player level, complete with documentation
- BSP layout, texturing, lighting, static mesh placement
- Used Matinee and Kismet to create a dynamic sunrise that moves according to the player's progress through the level.
- Created seveal hunderd Kismet sequences that control everything from combat sequences to destructible elements in the level (lights, fences, bridges
Gameplay Video (No Commentary)
Download Documentation (PDF, .doc)
Game: Gears of War
Development Time: 6 Weeks
Description: "Stranded" was my first serious attempt at a Gears of War Level. The player must fight a desperate battle for survival against insurmountable odds, while completing several objectives that enable their escape at the end of the mission.
The mission focused on creating a highly detailed environment with numerous events and a smooth, yet challenging progression through the level.
Tasks:
- Initial Layout and Documentation
- BSP Blockout, lighting, texturing, and decorative mesh placement
- Kismet scripting for combat encounters and interrelated game events
- Matinee of a landing helicopter that deploys friendly AI soldiers.
Gameplay Video (Full Length, No Commentary)
Game: Gears of War
Development Time: Approximately 12-16 hours each
Download Black Wings and Starlight
Description: I created three environments in Gears of War during modules four and five. These projects have no gameplay, but have a strong focus on building and selling a believable environment through lighting, texturing and decorative mesh placement.
- Black Wings and Starlight shows a nighttime street in Ephyra. The buildings are run down and boarded up, and kryll fly overhead.
- The Call of Heimdall a similar street, but drastically swaps color palette and mood. The dust storm and limited visibility give the level a claustrophobic feeling. Signs of recent habitation contrast with the abandoned streets. The red glow from distant fires gives the player the feeling that they are witnessing the ending of the world.
- Ephyra Burns consists of a natural environment. The untended road has a river in the distance, as well as a water tower and broken down windmill. The cliff shows a distant vista of Ephyra burning.
Tasks:
- BSP Layout, Lighting, Texturing and Decorative Mesh Placement
Game: Half-Life 2
Development time: 4 weeks
Description: "Man the Walls!" puts players in the role of Gordon Freeman. The player must defend three Combine computers from dozens of enemies with limited weapons, and four cowardly Resistance fighters. The Resistance fighters will run away and cower whenever they get shot, so the player must motivate these cowardly fighters by whacking them upside the head with his crowbar, in order to get them to fight again.
"Man the Walls!" was an experiment in what could be done with Half-Life 2's AI scripting system with limited time and training.The level took inspiration from old arcade games like Galaga and Space Invaders. To win the level, the player must ensure that at least one Combine computer survives.
Tasks:
- Initial Design and Documentation
- BSP Creation, Texturing, Lighitng, Decorative Mesh Placement
- AI / Relationship scripting to create prioritized behaviors for the enemies using Hammer's I/O system
- Event Scripting and Enemy Spawning
Gameplay Video (No Commentary)
Download Documentation ( PDF , .doc )
Game: Oblivion
Development time: Approximately 4 weeks
Description: "Wulfsheim Village" is a stand alone add-on to the Oblivion game world. I chose to create a level that catered to stealthy marksmen and assassins. As such i set up my combat areas with plenty of bottlenecks and long lines of sight, with plenty of places to hide in the shadows.
The level places a strong focus on environmental detailing, quest design and narrative technique. Wolfsheim Village takes heavy inspiration from the "Nord" aesthetic that can be found in Bruma. I took this architectural aesthetic and applied to as many facets of the level as possible, including the atmosphere and the characters themselves.
Story Synopsis: The player arrives through a magical portal at a village that lies on the border of Imperial and Nord territory. People have been disappearing throughout the village. Homes are broken into, and then burned to the ground, with no traces of their former inhabitants. Mildri Davynsdotter, the captain of the guard, has charged the player with uncovering conclusive proof as to the fates of the missing villagers.
Tasks:
- Initial Design and Documentation
- Area Layout using modular game assets
- Lighting and Decorative Mesh Placement
- NPC and Item Creation
- Placing enemy encounters, and balancing them for a stealth character
- Quest and Dialog Tree Scripting







