Level Design
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East Canal
Half-Life 2 Contest
More ScreenshotsEast Canal, was made for the Half-Life 2 Death Match map building contest. I made the map to learn the new Valve Hammer Editor Source Engine. The map took me about a month to create, I only worked on it an hour or two a night.

This map was really fun to play, but there were some bugs in it that I couldn't fix without getting into valves code.

I had to use all of Valves textures and models for the contest.

I didn't win the contest, but it was fun to create.

de_Zombie
Counter-Strike Mod
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De_zombie was made for my coworkers. At lunch we would play Counter-Strike.

I decided to make Zombie Studios into a map. The map was a capture the hostages or bomb the bosses office map. The terrorists started inside the building, the counter-terrorists started outside.

The map is almost a perfect replica of Zombie Studios, except I had to add some things in the map to make it play better.

We had a ton of fun playing this map at lunch, till we weren't allowed to play games at lunch anymore.
Task Force 121
Groove Games
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Task force 121 was a budget title we created for Groove Games.

The production time was 3 months from start to finish. Considering the fast production time, It taught me the ability to create maps fast.

I scripted most of the single player maps and designed 4 single player maps and 2 multi-player maps for this title.

It was a lot of work but it taught me a lot about how game production works.

Road to Berlin
Groove Games
More ScreenshotsRoad to Berlin is another budget title created for Groove Games. Created in 3 months, there wasn't enough time to polish the levels. We did what we could in the time allowed.

I would have loved to have more time to work on this game, It had great potential.

I scriped all 10 single player levels. and designed 4 single player maps and 4 multi-player maps in 3 months.

I enjoyed working on this game because it was based on World War 2, coming from a Day of Defeat background I had plenty of ideas for the game.

Iwo Jima
Groove Games
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Iwo Jima. What can I say, Another budget title, another short development time. We had completed 3 games in 9 months. It was a total rush.

Most of the glitches and bugs in the previous groove games had been fixed, which meant we had more time to work on the art.

One problem we came across was that Iwo Jima was basically a moonscape, during the war, mostly dirt and rocks, not very pretty from an artistic point of view.

Shadow-Ops
Atari Inc.
More ScreenshotsI was contracted by Atari to work at Zombie to script Shadow-Ops Red Mercury. During production, they needed a couple more multi-player maps for the game. I disassembled 2 of the single player maps and created multi-player maps out of them.

Merc-Lab is a hi-tech nuclear facility, It was a deathmatch style map. This map was based on the kazakhstan single player maps from the game.

Institution is a Russian school, Good player paths made this map really fun to play.

LegoIsland
Day of Defeat Mod
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LegoIsland was my first map I released to the public. It started one night when I decided to scan a Lego The Lego texture came out so well I made textures of all the Legos I could find, I changed the hue in Photoshop to create all the different colors of Legos.

This map is responsible for me getting into the game industry. The map became a cult classic, and is still being played today.

LegoIsland was made using the World Craft editor which later was bought by Valve and became Valve Hammer Editor.

Willies 4x4
Battlefield 1942 Mod
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One night I was sitting in my apartment, reminiscing about four wheeling in Colorado. At the time I lived in San Francisco and didn't own a car.

So what could I do? I created a 4x4 island in the Battlefield 1942 editor called BattleCraft.

The jump at the top of the mountain had 3 levels each one would toss your Jeep into a spin, flip or distance jump, all the jumps were set up so you could potentially land the jump, but it took practice.

This map never took off. I didn't release it to the public, just my friends.

Xroads
Day of Defeat Mod
More ScreenshotsXroads was a map I created for the Day of Defeat mod before Valve bought it. The map was well done, It was in the shape of a figure 8 so all the paths led back to the middle of the map.

Another feature of this map was the conquest style flags, meaning when you captured a flag, your team could then spawn at that flag.

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