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July 2008 - February 2011

My role on TC: HK was to design and implement core story and events mission content. I had the opportunity to directly work on a large portion of the main story missions, as well as numerous open-world events and jobs.

Day to day responsibilities included scripting mission content using an in-house scripting language and world editor, defining mission area level requirements and working closely with world artists to realize and iterate upon these areas.

Below are some shots from my missions, and a video of one of them from GDC 2010 (pre-Alpha footage).



A short single-player scenario for Valve Software’s hit game ‘Portal’. Designed and built over a rainy weekend, this level features 3 puzzles of increasing difficulty, and follows a common theme of cube stacking.

The first puzzle consists of the player removing an enemy in order to find a cube to climb to a higher ledge. The second involves transporting a cube from a lower level to higher ground using momentum, and the 3rd and final puzzle leads the player on a deadly scavenger hunt to locate 3 cubes which are needed to progress to the end of the level.



Smackdown is a small melee-weapons only CTF map for Team Fortress 2. Players must infiltrate the opposing team’s flag room and steal their intelligence briefcase, and then return it to their own team’s flag room.

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Warehouse is a single room simply built as an art challenge for myself. I wanted a stab at the staple of the video game world - the industrial warehouse! Check out the video below for a timeline of my progress.

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Synchrony is a first person shooter mod with platforming puzzles, built with the Unreal Engine 3. The player explores a "virtual reconstruction" of an ancient medieval environment, equipped with a device designed to "synchronize" unstable objects within the game world, bringing them in or out of existence.

The device also pins enemies to objects or walls. These enemies will have to be eliminated by cleverly removing and bringing back objects in the game world in different orders for various lengths of time.

I was responsible for the design and creation of the levels.



Texture2 is a an "aim_" (smaller, deathmatch style) map for Counter-Strike: Source. Designed purely for gameplay, I decided to leave in the dev textures as a visual hook. Good sight lines for sniping, darker areas for sneaking, and plenty of raised platforms to get that height advantage on your enemies.

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