Level Design

Creating the medium to a universe of imagination

Guard Duty

I joined Guard Duty in June of 2010.

It was the first time I had ever participated on a development team of any sort. My primary position began as a level designer, although I soon branched out and started learning 3D prop modeling and Texture Art.

The bulk of my work on the project is leading the design of the levels/environments for the following game chapters:

  • Duty Calls
  • Captive Freight (first half)
  • Power Struggle
  • Leap Of Faith

Operation Black Mesa

I joined Operation Black Mesa as a Level Designer and 3D prop artist in July of 2011.

My main focus started out as a multiplayer level designer, though I quickly needed to help out with single-player levels as well.

 

Left4Dead 2

I created a few community maps for Left4Dead 2.

 

 

 

Counter-Strike: Global Offensive

My main project for CS:GO was a revamp of the official map de_nuke.

Nuke was among the least updated maps from the previous Counter-Strike title. Many fans felt passionately that it was unbalanced and there was no debating that visually it was quite lacking.

My revamp project, released on the steam workshop on Feb 1st, 2015, received many updates based on player feedback, until Valve released their official revamp of the map on Feb 17th, 2016.

 

Bombsite A

Bombsite B

Ramp

Warehouse

Yard

Terrorist Spawn

Ramp

Warehouse

Yard

Terrorist Spawn

Warehouse

Yard

Terrorist Spawn

Yard

Terrorist Spawn

Terrorist Spawn