Gods and Heroes: Rome Rising (2005-2007, PC) |
| I designed and built over a dozen zones, including overland areas, dungeons, and cities, for Gods and Heroes, an MMORPG based on Roman history and mythology. The game used Maya for terrain, object creation, and tree placement, Renderware Studio for object placement and 3D positioning of gameplay entities, and an in-house tool (called simply "tool.exe") for gameplay scripting. |
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| Pictured above is Rome, the central and largest city in the game. Unlike most MMO cities, Rome is big enough to even have some dangerous areas with hostile NPCs. I was responsible for paper design, street layout, building and object placement, NPC placement and scripting, and gameplay design and implementation. |
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| The city of Ostia is located at the mouth of the Tiber river, and serves as Rome's seaport. This warm, sandy harbor town functions as a haven for the low-level players as they adventure in the surrounding area of Tyrrhenian Shores. I was responsible for paper design, street layout, building and object placement, and NPC placement and scripting. |
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| Pictured above are the cities of Veii (on the left) and Praeneste (on the right.) These two small outpost cities serve as hubs for their respective sections of the world map, and also provided some specialized goods and services for higher-level players. I was responsible for paper design, street layout, building and object placement, NPC placement and scripting, and gameplay design and implementation for both levels. |
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| On the left is Vinetum, a low-level area in which the player battles a Faliscan insurgency, discovers the secret valley homes of Satyrs and Maenads, and confronts the corrupt Roman landlord at his hilltop estate. On the right is the Campus Olympiae, a special zone where each player can interact with his own minions and other servants. I was responsible for paper design, layout, object placement, gameplay design, NPC placement and scripting for both levels. |
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| Aricia (left) is another of the game's cities, while Cloaca Maxima (center) and Saevitia Hold (right) are two of the game's instanced dungeons. For these levels, I did not create the original design, but was later given the task of overhauling them to meet ongoing changes in game design. Responsibilities: layout changes, NPC placement and scripting, gameplay design and implementation. |
Goldeneye: Rogue Agent (2004, PS2/Xbox/GameCube) |
| I built four multiplayer levels for Goldeneye: Rogue Agent. The game used the Medal of Honor: Rising Sun engine and the levels were built in 3DS Max. All entity placement and scripting was done using custom tools and scripts inside Max. On this project each level designer was paired up with a dedicated environment artist to create their levels. |
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| The levels are pictured above. On the left is Pyramid, a deathmatch level inspired by scenes from The Spy Who Loved Me. Pyramid was built in both 2-player and 4-player versions. On the right is Dr. No's Reactor, which was designed for the game's "domination" game mode. Reactor was built in both 4-player and 8-player versions. I was responsible for paper design, 3D layout, entity placement and scripting on all four levels. |
Sahara (2004, PS2/Xbox/PC) |
| Sahara was a third-person action game based on the book by Clive Cussler and the movie starring Matthew McConaughey. The project used an in-house engine called LiquidFX, and a brush-based editor, LiquidED, which was heavily inspired by worldcraft. |
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| In addition to my extensive pre-production work doing game design and generating initial paper designs for each level, I contributed to the E3 demo level, Lost in Lagos, pictured above. My responsibilities included lighting, shader work (including the animated sky,) leash camera design, spline camera placement, and HUD design. |
Medal of Honor Allied Assault: Breakthrough (2003, PC) |
| I built two single-player and two multiplayer levels for Breakthrough, an expansion pack for Medal of Honor: Allied Assault. Allied Assault used a modified Quake 3 engine, so all levels were built primarily with brushes and terrain meshes created by me. Levels also featured a smattering of placeable models such as vegetation, vehicles, and other small props, created by the art team. |
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| Shown above is Tunisia, one of the two multiplayer levels I designed for Breakthrough's "liberation" game mode (a variant of the popular Jailbreak mod for Quake 2.) Gameplay takes place in and among two neighboring desert villages, a small canyon road, and a disused mineshaft. I was responsible for paper design, building, lighting, and gameplay implementation for this level. |
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| Anzio Beach is the other liberation map I built for Breakthrough. Gameplay takes place on the beachfront and in the bombed-out streets and buildings of Anzio, Italy. I was responsible for paper design, building, lighting, and gameplay implementation for this level. |
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| Pictured above is Kasserine Pass Part 2, the second of eleven single-player levels in Breakthrough. During a dangerous pursuit of Axis forces through the dusty canyons of Tunisia, the player must disable embedded artillery, escort tanks through a minefield, and scour a subterranean bunker. I was responsible for paper design, building, lighting, and gameplay implementation for this level. |
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| The action continues in Bizerte Canal, level three of Breakthrough. In this level, players must cross one of the Tunisian city's main canals, seize an old Arab fortress from entrenched Axis soldiers, and sneak past enemy convoys with the help of a German double agent. I was responsible for paper design, building, lighting, and gameplay implementation for this level. |