- Personal Level/Mission Design work -

The levels and missions I make in my free time! Work listed here spans 2017 - present

 
 

FROM SCRATCH - Electrical intruder mission

I concepted out a design for a series of levels connected by a single elevator. The elevator acts as a motivator for the player as well as their method for progressing from level to level. There are three levels in the series, each requiring the player to interact with a console that turns power to the elevator on and off. Elements like power cables that lead the player towards points of interest and batteries that can be socketed into consoles to enable their usage create variety in each levels design.

 

Days Gone - Marauder camp / Mission

Concepted out a mission where Deacon St. John, after stumbling upon Alkai and a few members of his camp, is tasked with helping the crew recover a working rare vehicle from a local Marauder stronghold. Recovering the vehicle will make new bike parts available at the shop. Comes complete with some custom scripting for pushing the vehicle through the level and unique interactions where you must use the vehicle as cover against a beefed up marauder. May choose to port the blockout to Unreal and script the gameplay behavior at some point in the future. Used this as a good example of how I might pitch a level to a team w/o implementation.

 
 

“SPEED Level Design”: MAFIA 3 City Hall Chase

I had a conversation with some friends about the idea of “speed level design” on Youtube and how it’s just people blocking out an environment in Unreal. I wanted to take 30 minutes to build out how I’d imagine an actual “speed level design” could look. A faux screenshot for a game with certain criteria that hints at certain player goals, actions, and destinations on its own. I think I did alright.

 

2020 Blocktober level skETches

I spent 1-2 hours a day every day designing levels for Blocktober. Focusing on getting ideas out into the editor and speed. Each piece focuses on a specific aspect of LD:

  • Focal Points

  • Guiding Elements

  • Lighting

  • Detail

 

Level Design: Mole men “UndercityLevel

A group of industry friends and I set out to develop a universe we call Mole Men. Inspired by works like Dune, Killzone, and Metro. In Mole Men, humanity has been forced underground by an alien invasion. They’ve gotten by scavenging from the surface, but supplies become rarer and the world has grown more hazardous.

I led our level design efforts, working with the concept artist to create a layout for the “Undercity”, one of humanity’s last population centers. We underwent a back and forth process of handing blockouts off to art to get concepted for the prop artists to work off of, and receiving concepts from art to better inform what the city’s geo would look and appear as.

 

Mission Design: sleeping dogs “House Call” Mission

I set out to create a mission for Sleeping Dogs in a weekend. I created a basic storyline that fit into the universe, then laid out the events that’d take place, their time to complete, the levels they’d occur in, and wrapped up with basic combat encounters.

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Mission design: CS: GO “Retribution” Mission

Design docs for the singleplayer conversion mod + mission I created with a small team for CSGO. It’s old and not representative of my skills anymore, but was a fun project.

 

- PERSONAL SCRIPTING WORK -

Here is a collection of the personal prototypes and scripting projects I’ve done. A lot of these are old, but show the gameplay and systems I wanted to replicate in my spare time. Working on these projects helped me realize I enjoyed the blockout and scripting of level design.

 

GOD OF WAR - CAMERA SCRIPTING PROTOTYPE

Briefly experimented with my TLOU project to try out some prototype animations + camera retargeting. Inspired by the Deer Statue Puzzle inside the Mountain in God of War.

  • Works off of the Third Person Camera Controller I wrote + Vector Math to find the dot product and Lerp several camera parameters over time in sync

  • Camera finds the look at rotation of the focus point (the tip of the laser render) and smoothly adjusts the distance from the player, rotation of the camera rig, and offset from one shoulder to another

  • Results in the camera moving from a zoomed in cinematic perspective to the gameplay camera perspective

 

THE LAST OF US - LEVEL CAMERA SCRIPTING PROTOTYPE

I spent some time writing my own custom camera tools and implementation. Started with the idea of making a digital “camera rig” in Unity. Ended up building out a whole level + encounter inspired by The Last of Us. Wanted to practice my vector math and test different influences, uses, and transitions of a camera in a practical setting.

 

UNCHARTED 4 - ARMORED CAR SCRIPTING PROTOTYPE

Took some time to figure out how Naughty Dog implemented their “Beast” chase sequence.

  • Unity + C# for scripting

  • Node Canvas plugin for implementation of Behavior Trees

  • 3DS Max to model initial hero assets and level blockmesh

 

CAMERA PROTOTYPE - POI SYSTEM

As part of the implementation for my Third Person Character, I added a Point of Interest system that allows designers to drop triggers in the world that can be focused on.

POI System performs Vector Math to lerp the player camera’s forward vector around the player character and toward the currently engaged Point Of Interest (POI). This implementation works properly with any form of offset from the player character.

 

THIRD PERSON CHARACTER - WINCH PROTOTYPE

I wanted to one-up my Door Prototype and add gameplay with an actual character and systems that worked together. I scripted:

  • The Character Controller

  • An Interactable Class the winch derives from

  • A Dynamic Camera that smoothly follows the character and moves to keep them + current interactions in frame

  • The button input UI element

 

“RETRIBUTION” COUNTER STRIKE: GO MISSION

I wanted to create a singleplayer level for an FPS, but had trouble finding any recent titles with an editor. I settled on brute forcing singleplayer gameplay into CSGO (a multiplayer only game) with the help of some friends. Check out the design I wrote below!

 

DOOR / UI INPUT PROTOTYPE

I felt inspired by the systems and modular gameplay pieces found in games like Uncharted and God of War. Spent a few hours on a Sunday putting together a tiny demo that felt polished and “juicy” from scratch!