The following showcases a level that I created from scratch using UnrealEd3 for Gears of War. This is a personal project that I did between April and May 2009. The focus of the level was to stage and execute a timed desperate holdout by Marcus and Dom after a Locust ambush, all the while heightening intensity through the use of destructible cover.
I designed this level to be a substitute to the ending of Act IV: Level 6 in the original game. As the final level of the act, it was important to maintain the mood of intensity and desperation, as well as keeping the art style consistent with the original. To heighten intensity, I developed a holdout area at the end of the level where a specific enemy methodically destroys the player's cover--similar to Space Invaders.
Development Time - 8 weeks
What Happened to Kansas? Video Trailer
This level is a short Half-Life 2 level that I did in about a month's time. Designed to take place after the Nova Prospekt level in the original Half-Life 2, the level is an interpretation of what a Gordon Freeman nightmare would look like. Using eclectic scripting, lighting, as well as timed event, "What Happened to Kansas?" emphasizes dissonance to create a series of events atypical of the Half-Life universe.
To achieve this, I alter the player's expectations of environments and enemy behavior. While not focusing on one large scripted event, I instead chose to script an array of different situations that manipulate lighting, enemies, friendly NPCs, and the environment. For instance, the level opens with a scare as Fast Zombies seem to appear and disappear out of nowhere. To subconsciously hint at the player that he is in a dream, I also create awkward transitions between zones of the map. One minute he could be in some strange scientific facility, and the next moment he'll find himself in an apartment complex. As aforementioned, dissonance is the key to this level.
Development Time - Just over 3 weeks
For this Oblivion mod, as with all of my levels, it was designed to be plugged right into its respective game. Acting as an extension of Count Janus Hassildor of Skingrad's story, the player travels to the northern mountains where reports of heightened vampire activity abound. Through the course of his travels, the player encounters a small side-quest to rid a shrine of vampires. Along the main quest he travels to a subterranean vampire castle where he faces Jonas, the vampire Archlord.
For this level, it was important that the narrative was fleshed out to fit the Oblivion universe. Because this level features the Vampire King, a castle was built into the side of a mountain. While all puzzles are completable without deep exploration, the clues that the player finds by exploring hints at how to more easily solve the puzzles while also providing back story.
Development Time - About 3 weeks





