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LEVEL DESIGN

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Env. Art


General
  • Because of my experience in both gameplay design, and visual design, I am able to keep the overview over the entire level, and keep both of these important aspects in mind at all times. I know exactly what would work from a visual point of view, and from a gameplay point of view, and can therefore match the the two together much much better than artists or designers who only have experience in one of the two.

  • I know what kind of things are technical feasible, and what isn't. I design environments by sticking to limitations imposed by the technology and time. I design things that I know are easy to implement, work well on the available technology, yet still look and play great.


  • Gameplay Design
  • I have experience with a wide range of themes and styles. I have worked on third and first person shooters, MMO's, and puzzle games.

  • I have designed levels for vehicle based gameplay (UT2004 Onslaught), and traditional on foot action.


  • Visual Design
  • I can build environments using nothing but BSP, or nothing but mesh, or I can combine the two. Levels like Krodan were modeled entirely, however levels for The Ball make great use of both BSP and mesh, and my UT levels use nothing but BSP.

  • I have experience with both indoor and outdoor levels and a wide range of themes. I have extensive experience with creating environments with these themes: urban, sci-fi, medieval, fantasy, nature, contemporary, 80's, 60's, and post apocalypse. My preference goes to sci-fi, (dark) fantasy, and nature.



  • Singleplay Level Design
  • I have created a number of singleplay mods and levels in the past. I have worked on the game "Shellshock", which was a singleplay only game, and I worked on several very large (the largest even - for UT at least) UT singleplayer mods such as "Operation Na Pali" (250 000 downloads - larger in size than the original Unreal - 40 levels), "Xidia" (17 levels), and "The Ball" (several MSU first prizes) .

  • I have minor experience with scripting gameplay. This is usually not my focus, but I can help myself out with scripting just fine.


  • Multiplay Level Design
  • I have a huge deal of experience in multiplay level design. I have created over 50 multiplayer levels, and dozens more for a MMO game. I have created two of the most popular multiplayer levels ever (Rankin and Torlan - UT2004), and I worked on the multiplayer levels of 4 games.

  • I have worked on "Huxley", "UT2004", and "Warpath". Three multiplayer only games, where the focus was solely on providing great multiplayer experiences.

  • I have played over 250 clan wars on a pretty high level. I know what it is to play a game online, and to play it on a competitive level.

  • I have designed dozens of levels for the traditional three: DM, TDM, and CTF, but also for many other gametypes such as the vehicle based Onslaught for "UT2004", and the arenas for "The Chronicles of Spellborn", focused on third person melee combat.












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