Thank you again for your interest. Click on any of the pictures to the right to find out more about individual works.
Uplifted 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.
A 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.
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.
A 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.