Game: Gears of War
Type: Single Player
Development Time: Four months
Description: In my level, Haven, I attempted to create a dark, survival-horror style level through the look and feel of the environment as well as through the pacing of the encounters. Environmental/ambient scripting in conjunction with one-off scripted events help the world feel alive.
The player becomes trapped while seeking refuge in a remote mansion after his APC breaks down en route to an isolated observation base. The player must explore this mansion and escape safely once the rescue chopper arrives.
Downloads:
Game: Doom 3
Type: Single Player
Development Time: Two months
Description: In my level, An Unfortunate Occurrence, I attempted to create a sense of aloneness and unease within the player through environmental cues, scripted events, combat sequences, and back-story clues.
The player is investigating an isolated outpost after it suddenly stopped responding to communications. Three research pods must be explored, and evidence of the facility's fate must be found and returned. The environment causes apprehension, and the combat, though infrequent, is sudden and jarring when it occurs.
Downloads:
Game: Half-Life 2: Episode 2
Type: Single Player
Development Time: Three weeks
Description: For this assignment, I was tasked with creating a level using an "out of the box" idea. With that in mind, I created a level where the player is made to feel as though the game were being played from the point of view of Lamarr, the headcrab. Being a headcrab (and a de-toothed one, at that), the player has no direct means of combat and must rely on the environment and some deception to prevail.
The player begins in Dr. Kleiner's lab just before taking a routine trip to Black Mesa via teleporter. However, Lamarr is once again playing near the teleporter and falls onto the device just as it starts up. Not only does the player get to begin a new life as a headcrab, the teleporter error manages to rematerialize Gordon/Lamarr inside a Nova Prospekt bathroom.
Downloads:
Game: Unreal Tournament 2004
Type: Deathmatch
Development Time: One to two weeks
Description: Various deathmatch levels focusing on flow and creating a fast-paced, competitive experience.
Documentation:
- Lost Hope - Abstract (1M)
- Prison For Your Mind - Abstract (2M)
- The Crossing - Level Design Document (2M)
Game: Half-Life 2
Type: Single Player
Development Time: Two weeks
Description: This level is inspired by the South Korean apartment that I lived in prior to attending the Guildhall.
Game: C# Text Adventure
Type: Single Player
Development Time: One week
Description: In this game, I designed and implemented a number of features over and above what was required for the assignment including:
- experience/leveling system
- combat system
- equipment system
- randomly generated rooms
- enemy spawning
- loot dropping enemies







