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
 |
| 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
 |
| 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
 |
| 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 |
| 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 |
| Players: |
2v2 teamplay, 5 FFA |
| Development Time: |
3 weeks |
| Dev Requirements: |
- Close encounter style gameplay
- Polished visuals
- High End
- Short dev cycle |
|
 |
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 |
| 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 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 |
|
 |
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 |
| 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 |
| 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 |
| 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
 |
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 |
| 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 |
| Development Time: |
1 week |
| Dev Requirements: |
- Host 4 missions
- Above and underground areas
- Short dev time
- Entity scripting/placement |
|
 |
Last Stand |
| Development Time: |
1 week |
| Dev Requirements: |
- Gateway arena
- Boss arena
- Short dev time
- Impressive end-game visuals
- Entity scripting/placement |
|
|