- Personal Level/Mission Design work -
The levels and missions I make in my free time! Work listed here spans 2017 - present
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Mission Design: Infamous 2 “Daring escape” Mission
TBD
Mission Design: Assassin’s Creed Odyssey “Hepheastus Challenge”
TBD
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Level Design: Ghost of Tsushima “devils pass” Mongol Camp
I recently picked up a PS5, and decided to christen it by replaying Ghost of Tsushima. I’ve also been watching through Daredevil, and figured maybe I could combine the two for a quick level sketch.
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Mission Design: Splinter Cell Blacklist “Drone Factory” 4E Mission
I *love* levels in stealth games. So much so that when I wouldn’t stop talking about them to some friends, they pleaded to me “to just go make one.”
So here it is! A mission that I designed for Splinter Cell: Blacklist I call Drone Factory. I researched the metrics, level flow, and structure of Blacklist’s “4E Missions”. Then I perused reference to find a narrative and setting that inspired me. And finally, I created a blockout that showed off numerous stealth moments.
2020 Blocktober level skteches
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
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Level Design: Mole men “Undercity” Level
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.
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 Gameplay/System Design work -
Write-ups I created when starting off as a designer. I wanted to get practice designing gameplay and systems but analyzing what existed in my favorite games. They helped me practice upkeeping big design docs, and I occasionally refer back to them. Work listed here spans 2017 - 2018
Analysis: assassin’s Creed’s Leap of Faith Mechanic
I provide a proposed breakdown for how I think the Leap of Faith mechanic from Assassin’s Creed could have been implemented.
Analysis: Assassin’s Creed’s Combat System
I provide a proposed breakdown for how I think the Combat System in Assassin’s Creed works, packaged as a potential design document for the feature.
Analysis: Titanfall 2 Rodeo Mechanic
I give my take on how the Rodeo mechanic from Titanfall 2 functions in game with how it might have be implemented.