Individual Work!Thank you again for your interest. Click on any of the pictures to the right to find out more about individual works.
UpliftedUplifted is a single player map for Half-life 2 depicting the trials of combine overwatch soldiers in the wake of City 17s fall.
I designed, scripted, and implemented two key gameplay features to make the map interesting. Additionally, I tweaked A.I. behavior and lighting to ground the player into a scenario in which he fights along side an organized squad in the middle of a dying city.
Insula RowA single player map in Gears of War's UDK based engine where you assume the role of Marcus Fenix deep behind locust held territory. What was once thought to be a secure C.O.G. fire base has been overrun and Delta can only wait for extraction.
I designed a comprehensive spawning system based on trigger volumes, but then realized that I needed more control over the encounters in this level. I stream in a post processing volume to simulate lightening flashes and modified particle emitters allow for a more realistic signal flare.
Orchard:A CTF map in UT3 that depicts a failed research site sequestered away on a distant, sterile moon. Strange hyper-energetic specimens were under observation here. The origin remains a mystery whether they were re-designed life germinated by an ancient, alien A.I. or the product of a hyper dimensional crossing your employer wants one.
Note: Orchard is a personal project I work on during my time outside of Guildhall. From the leaking atmosphere to the groans of a settling metal super-structure. I want players to be there.
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SleeperA study in design utilizing the Fallout 3 engine. This set of quest were simple but the experience informed my understanding of design in a visual medium. The fate of a besieged refugee settlement lies in your hands.
With this map I wanted to illustrate solid visual design principals as well as gain more scripting experience. Though this is an early work it is a promising entry into lighting concepts and scene composition.
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