Game: Gears of War
Development Time: Approx. 16 weeks, during team game project
Ghosts is my second Gears of War level. It takes place in a COG forward operating base (a jumping-off point for patrols with minimal accomodations) just inside the Hollow. My focus is wow moments and atmosphere rather than combat. Big thank you to Todd Gorang for voice acting Marcus' father. (Have you checked his stuff out? You should.)
Tasks:
- Design and block out a short single-player level in BSP
- Script enemy encounters, "moving parts", and matinees in kismet
- Add meshwork, lighting, and texturing to create visual interest
- Add sounds for atmosphere
- Create art assets to accommodate setting
Game: Half-Life 2
Development Time: Approx. 6 weeks
Hard Hat Required is a Half-Life 2 level focused on novel environmental hazards, extensive non-structural BSP use to make up for a lack of usable meshes, and re-use of space. It was created over six weeks with no modified code allowed, and is my first level in the Hammer Editor.
Tasks:
- Design and block out a short single player level in BSP
- Use only gravity gun OR crowbar/pistol/SMG
- No modified code allowed
- Only specific enemy types allowed
- Script hazards, enemy encounters, and moving parts
- Add meshes, lighting, and texturing to create visual interest
- Add sound for atmosphere
Game: Gears of War
Development Time: Approx. 4 weeks
Merophen is a study in direct application of army battle drills. The first area showcases Battle Drill 1, a simple flank. The second area presents Battle Drill 2, Bounding Overwatch. The third area is an amalgamation of those tactics with an emphasis on overlapping fields of fire. The level is set in the driveway leading up to a mansion surrounded by coastal forest.
Tasks:
- Design and block out a short Single-Player level in BSP
- Script enemy encounters and AI behaviors with kismet
- Add meshes, effects, lighting, and texturing to create visual interest
- Add sound, music, and matinee sequences for atmosphere
Game: Gears of War
Development Time: Approx. 2 weeks
Download this environment (...please? Thanks. Enjoy please.)
The Tomato Vineyard is a small environment built as one of my first Gears of War levels. The assignment was to build a small environment without gameplay, focusing on aesthetics and visual storytelling.
I chose to try and challenge myself by building a scene that didn't have much of a precedent inGears, to force some experience with creative meshwork, lighting, and BSP. The scene takes place in a small chain Italian restaurant, run down and being used as a shelter by a lone COG deserter.
Tasks:
- Design a small indoor environment with no gameplay
- Focus on meshwork, lighting, and texturing for visual interest
- Maximize visual storytelling and "life beyond purpose" of space





