SMU Guildhall
Home
Individual Work
Team Work
Resume
Contact
  ||  Back to List
DM-Railway

Editor: UnrealEd

Game: Unreal Tournament 3

Responsibilities:

  • Develop a fast paced and exciting death match level suited for four to eight players
  • Use Kismet and Matinee to drive scripted events
  • Create a map with an urban/industrial or rust belt theme
  • Place all props, textures and effects
  • Revise and redesign areas based off playtesting
  • Create the level from concept to finished product within a three-week timeframe

Description: While playing Unreal Tournament 3, I noticed several levels had trains. These trains do not affect the gameplay. I wanted to create a map where trains were an integral part of the gameplay. Drawing heavy inspiration from the Well map from Team Fortress 2, I decided to build a small death match map. The trains would occasional come charging through the area killing any players that were on the tracks. Overall, I succeeded in building a map that mirrors the fun of the Well map while still tying in the core gameplay elements that make Unreal Tournament 3’s death match mode exhilarating.

To view the screenshot gallery, click on the picture to the left of the title. Once in the gallery you can click on the individual images to enlarge them.

Download: fileadmin/userfiles/jgtogi/file/DM-Railway.zip

Demo: http://www.youtube.com/watch?v=YseSKz24S1Q

 

Dawn of War II levels

Editor: Worldbuilder

Game: Dawn of War II

Responsibilities:

  • Develop three balanced mulitplayer maps.
  • Make each map unique both in visuals and gameplay.
  • Place all props, textures and effects.
  • Develop necessary documentation.
  • Revise and redesign areas based off playtesting.

Description: My goal for these maps is to create environments that are both stunning to look at and fun to play. I drew most of my environmental inspiration from a variety of real world locales like The Painted Desert in Arizona, the Amazon River and Chichen Itza. Each map varies greatly in gameplay as well. The Painted Desert’s focus is to capture and hold a desert stronghold. Murder Hill’s focus is to provide a large open area to fight over that also features a contrasting narrow jungle path. Promised Land’s focus is to create interesting combat opportunities while fighting over a river.

For screenshots click on the picture to the left of the title

Download:fileadmin/userfiles/jgtogi/file/Jgtogi Map Pack v1_1.zip

Level Design Document:fileadmin/userfiles/jgtogi/file/Jgtogi WorldBuilder Maps LDD(1).pdf

Bloody Mary

Engine: Source

Game: Left 4 Dead

Responsibilities:

  • Develop a high quality cooperative and versus map
  • Create 15 minutes of fun gameplay with interior and exterior areas
  • Place all props and actors to create a believable environment
  • Drive events though entity based scripting
  • Revise and redesign areas based off playtesting

Description: Bloody Mary is a co-op and versus map where the players make their way through a zombie infested college. The goal of this project is to create a map that matches or beats the quality of the existing Left 4 Dead maps. Since Left 4 Dead maps are highly replayable, a tremendous amount of effort was spent on creating events that are both dynamic and interesting. From the use of elusive mini events, shocking panic events and the bewitching finale, Bloody Mary is an exhilarating experience for novice and veteran players alike.

For screenshots click on the picture to the left of the title

You can download the released version here

fileadmin/userfiles/jgtogi/file/Bloody Mary 1_2.zip

View the demo here

http://www.wegame.com/watch/Bloody-Mary-Single-Player-BETA/

March of the Minis levels

Game: Mario vs. Donkey Kong 2: March of the Minis

Responsibilities:

  • Develop four 2D levels using the Nintendo DS
  • Create 15 minutes of gameplay across 4 levels
  • Design puzzles with multiple solutions
  • Design levels with varying difficulty
  • Revise and redesign levels based off playtesting

Description: The focus of these maps is to create interesting 2D puzzle levels for the Nintendo DS. The player moves his minis through a variety of puzzles to reach the exit and win the map. The player earns points by beating the level quickly, getting all the minis to the exit at the same time and by collecting coins scattered throughout the level. Most of the puzzles have multiple solutions. Some puzzles have only one solution to teach the player a valuable mechanic.

Levels: You can access my levels by using a DS with this friend code: 5371-1390-0043

City 45

Engine: Source

Game: Half Life 2: Episode Two

Responsibilities:

  • Develop a level from BSP whitebox to a finished product
  • Create 15 minutes of gameplay with interior and exterior areas
  • Place all props and actors
  • Drive events though entity based scripting
  • Revise and redesign areas based off playtesting
  • Create and update a level design documentation

Description: City 45 is a single player map that carries the player through the initial events of a zombie apocalypse in an apartment complex. The focus of the map is to create an escalating sense of danger and excitement throughout the level without increasing the difficulty of the map. The player starts fighting a couple of zombies with crowbar. Near the end of the map, the player has to fend off a increasing horde of zombies but by this time the player also has a variety weapons, squad mates and turrets to help him.

Download: fileadmin/userfiles/jgtogi/file/SP-City45(1).zip

LDD: fileadmin/userfiles/jgtogi/file/SP-City45-LDD.zip 

Mini Portfolio: fileadmin/userfiles/jgtogi/file/City45Deconstruction(1).zip

 

Dangerous Voyage

Engine: The Elder Scrolls IV: Oblivion

Responsibilities:

  • Design a level with two interior areas and an one exterior area
  • Create and implement one main quest and two side quests
  • Place all props and actors
  • Manage enemy and ally A.I.
  • Create environmental and quest based scripts
  • Create and manipulate terrain
  • Develop and update the level design documentation

Description: Dangerous Voyage is a single player level that focuses on building an immersive environment with a rich story. The quest starts in the port city of Anvil where the player picks up some information of pirate attacks on imperial ships in the area. The player than joins up with a group of imperial marines and invades a pirate infested town to liberate its remaining citizens and dispense imperial justice to the pirates.

Download: fileadmin/userfiles/jgtogi/file/Glenn_Oblivion_Master.zip

 

Art Projects

This is a collection of various Art projects

Click on the picture to the left to view the gallery

Vorbyx's Jewel

Module: /fileadmin/userfiles/jgtogi/file/Jason Glenn - Vorbyx's Jewel.zip

Script Samples:/fileadmin/userfiles/jgtogi/file/Vorbyx's Jewel Scripting Samples.txt

Copyright © 2011 Southern Methodist University. All rights reserved. • Right to Know and Legal • Privacy Policy

For questions or problems with this site contact The Guildhall Webmaster.