levels
 
itsa me!

Click thumbnails for more screenshots/information about a particular level.

The following are levels I've made for a variety of games.
The process I use is: Paper Design, Prototype Building (including Entity Placement/Scripting where applicable), Testing/Refining, Final Artwork.

I'm experienced in both high and low polygon limitations. Vertex and lightmap based lighting methods (including per-pixel). Able to work within tight time constraints while still maintaining a high quality level of work.

I'm able to work from photo references, art guides or create new styles from scratch.

 

Tropical Cave

Platform: N/A
Genre: N/A
Year: 2007

Tropical Cave
Development Time: - 2 nights on props
- 2 nights on cave modelling
Just toying around making a few textures and some new modelling and uv'ing techniques (to get faster). Made using next-gen specs, diffuse/normalmap/specular.

 

Hellboy

Platform: PS3/Xbox360
Genre: Action Beat'em'up
Year: 2006/2007

Mining Core
Currently in development by Krome Studios. I've worked on lots of pieces for many different levels of the game. I'm unable to discuss it or show anything that isn't already publically released due to NDA.

 

Shrek Smash'n'Crash Racing

Platform: PS2/PSP/NDS/GC
Genre: Racing
Year: 2006

Mining Core
Development Time: - 2 weeks for env art
- 1 day design (all that was given, extremely tight deadline)
I designed every level except 1 (Haunted) for this title. Designs had to be fun with lots of action whilst being able to be clever with VIS regions for a wide variety of platforms. I did the environment art completely by myself for 1 level of this game, and assisted with others. I prototyped all the levels in the design phase myself also. The team loved how fast I was able to get them new tracks (new one every couple of days) and received lots of positive feedback.

 

The Evil Unleashed [MOD]

Platform: PC
Genre: First Person Shooter
Year: 2003

Mining Core Mining Core
Players: 2v2 teamplay, 6 FFA
Development Time: 2.5 weeks
Dev Requirements: - Cat/mouse style gameplay
- Polished visuals
- High End
- Short dev cycle

 

The Reactor The Reactor
Players: 2v2 teamplay, 5 FFA
Development Time: 3 weeks
Dev Requirements: - Close encounter style gameplay
- Polished visuals
- High End
- Short dev cycle

 

The Outpost The Outpost
Players: 1v1, 3 FFA
Development Time: 3 weeks
Dev Requirements: - Competitive duel gameplay
- Short dev cycle
- Co-work with another designer (over internet)

 

Quake 3 Arena

Platform: PC
Genre: First Person Shooter
Year: 2002/2003


The Abandoned Post The Abandoned Post
Players: 1v1, 2v2 teamplay, 4 Player FFA
Development Time: 3 months (between school/work)
Dev Requirements: - < 10,000 r_speeds
- CPMA competitive quality
- Maximum use of player physics
- Quality visuals

 

East Base East Base AL-212
Players: 4v4 teamplay, 12 FFA
Development Time: 1 month
Dev Requirements: - 1 Month dev time
- Large teamplay
- Detailed map
- Clever strategic teamplay moments

 

Tremulous Overwhelmed
Players: 8v8 teamplay
Development Time: ~4 hours (abandoned)
Dev Requirements: - Wall climbing abilities
- Large teamplay
- Detailed map
- Clever strategic teamplay moments

 

First To Fight PSP

Platform: PSP
Genre: First Person Shooter
Year: 2004

Streets Streets
Development Time: 2 weeks
Dev Requirements: - Rebuild similar to FtF on PC
- High quality lightmaps with radiosity
- Mostly constructed of bezier patches (to optimize for PSP)

 

Legion

Platform: PSP
Genre: Third Person Action Adventure
Year: 2004

Graveyard Graveyard
Development Time: 1.5 weeks
Dev Requirements: - Limited renderer capabilities
- Detailed visuals
- High quality lightmaps with radiosity
- Mostly constructed of bezier patches (to optimize for PSP)

 

Cathedral Cathedral
Development Time: 1.5 weeks
Dev Requirements: - Limited renderer capabilities
- Detailed visuals
- High quality lightmaps with radiosity
- Mostly constructed of bezier patches (to optimize for PSP)

 

Full Metal Alchemist

Platform: PSP
Genre: Third Person RPG
Year: 2005

The Abandoned Post Journey to Transmutation
Development Time: 3 days
Dev Requirements: - Limited renderer capabilities
- Detailed visuals
- High quality lightmaps with radiosity
- Special Effects

 

Parkour

Platform: PSP
Genre: Third Person Action Platformer
Year: 2005

The Backalleys The Backalleys
Development Time: 3 weeks
Dev Requirements: - Progressive skills
- Dense manevours in later areas
- Vertex lighting only
- Minimal world events to work with (mostly static)

 

Ashen 2

Platform: N-Gage
Genre: First Person Shooter
Year: 2003

Enter The Mines Enter The Mines
Development Time: 1 week
Dev Requirements: - Host 4 missions
- Above and underground areas
- Short dev time
- Entity scripting/placement

 

The Last Stand Last Stand
Development Time: 1 week
Dev Requirements: - Gateway arena
- Boss arena
- Short dev time
- Impressive end-game visuals
- Entity scripting/placement


 



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