The Cycle: Frontier
Tharis Island, the last map to ship on Cycle:Frontier was a great challenge. The map had 3 main goals: the tensest map yet, endgame challenge, alien mystery. This meant figuring out what type of level layout and geo fostered endgame PvP, how to build tension, and what setting would build a mystery. This was the first (and last) map built for The Cycle:Frontier that was built for the game from the ground up. I was responsible for the map at all stages of development, from ideation, prototyping, pre production, production, and shipping. I touched many aspects of this map's development including environment art and lighting. It was also a major challenge with regards to sound occlusion. In the end we were working to serve player expectations rather than being true-to life with regards to occlusion.
Crescent falls was the second map for the Old Cycle, and second to be converted to the Cycle:Frontier. While I was responsible for the creation of the original Crescent Falls, myself and another level designer collaborated to bring Crescent Falls into the TCF. The high level goal for this map was to reward players with planning. This map features some stark segregation and verticality. The idea was that we wanted players to think about how they were going to proceed from one place to another, rather than "as the crow flies". Over time, we wound up adjusting to player feedback and "softened" up some of this stark routing. In the end, it proved to be the right decision because player feedback improved over time.
Dreadnought
This is the first space map for Dreadnought I designed. The hardest part about designing a space map in the Dreadnought universe is not necessarily the layout, but coming up with identifiable landmarks that players can use as orientation points. The large ring structure in the middle of the map helps a ton.
Aliens: Colonial MArines
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This is the campaign level I worked on for Aliens: Colonial Marines. My work includes everything from the end of the intro cinematic to the end of the "Gravity Well" near the end of the level. I was responsible for level layout, lighting, and event hookups.
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Section 8: Prejudice
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This is first of two campaign levels I worked on for Section 8: Prejudice. It was a little tricky coming up with an escort mission where the player didn't feel like he had to babysit the tank. I also really enjoyed scripting the boss fight at the end, hand-animating the flight paths and the collapsing platforms proved to be a challenge.
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This is the second of the two campaign levels I worked on for S8:P. This was probably my favorite level I worked on for Section 8: Prejudice. I really enjoyed creating the layouts between the control points, in addition I really liked how the AA gun hunt section and the boss fight turned out. |