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Mp_ldst_2


Game: Call of Duty 4  

Description: mp_ldst_2 started as a simple whitebox of a multiplayer sabotage map that takes place in the Call of Duty 4 universe.  The objective for this course was for 21 level designers to create a fun and balanced multiplayer map and bring the visuals of the whitebox to shippable quality.  The decision was made to split the map into 5 areas and divide the level designers into 5 teams.  My team inherited the “Lower” district and I assigned the buildings and street among the team members.  We ran into a few issues along the way but learned quite a bit from this experience

 

  • Some of the problems had simple solutions.  For example, the map has a Middle Eastern theme and it is imperative that all 21 level designers only use Middle Eastern assets.  The engine allows a designer to choose a theme and only be shown assets from that theme.  This helped maintain a realistic feel for the level.
  • Communication quickly became another important asset.  Every week each level designer would upload any changes they made and everybody play tests the map.  Afterwards, everybody would give feedback from the play test and split into our 5 teams.  While my team addressed feedback received in our area, we frequently used either face to face communication or instant messenger to coordinate changes.

This project gave me the experience of working with several designers in the same area.  It strengthened my critiquing skills for my own work, and it introduced me to another engine that has a unique system and toolset.  I learned the importance of communication on a project and how that keeps everybody focused on the same vision.

 

Role: Level Designer 

 

Team Size: 21 Level Designers and 1 patient Professor

 

Development Time: 8 weeks

 

 

 

 

 Kite


Game: Unreal Tournament 3 Mod  

Description: Kite is a fast-paced team sports game, played on hoverboards.  Two teams face off, across a long field strewn with obstacles.  The objective of the game is to get the ball, and carry it down the field into the opposing team’s goal.

 

As a development team, we wanted to create a game that was easy to get the hang of and fun to play with multiple people.  Of the four genres to pick from, a “sports” themed game had the greatest appeal.  We created a game that allows players to grapple on to each other and fling teammates through the air at ludicrous speeds, and although the mechanic of grappling is not required to win Kite, the team that utilizes grappling inevitably becomes the victor.

 

Role: Level Designer / Artist 

 

Team Size: 9 people (1 Programmer, 2 Artists, and 6 Designers)

 

Development Time: 12 weeks

 

 

 

 

S'more Wars


Game: Torque X 2D Game Building

 

Description: S’more Wars is a single player side-scrolling 2D platformer that incorporates compelling adventure and action components into a cartoon kitchen world.  The player takes the role of Ray mashing and splat jumping through the cartoon world of Kitchentopia.

 

The primary focus for this project was to build a fun level utilizing our basic mechanics.  As a team, we did not want to overload the player with too many controls so we designed gameplay around two buttons and a D-pad.  As my first real attempt at level designing, I was impressed with how little the level changed from the hand drawn concept on graph paper to the actual final product.

 

Role: Lead Level Designer

 

Team Size: 4 people (2 Designers, 1 Artist, and 1 Programmer)

 

Development Time: 8 weeks

 

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