Apr
04

Using Google Sketchup: Level Creation

As lead designer on the Fall of Limgoth project, I’m also the sole/key level designer. I’m not the one using 3DS Max to put stuff together–that credit goes to Tom Lopes and Bryan Chacosky. However, I am the one designing the levels, coming up with the victory and lose conditions, placement of actors, determining what … Continue reading »

Mar
25

First Shot: Unreal Deathmatch Map “Kill Spree”

I recently got started messing around with the Unreal Engine 3 editor. Starting simple, I got a deathmatch level together in about a day. My starting idea was basing the action off of an old Donkey Kong 64 multiplayer map. From there, I evolved it a bit to just keep things chaotic. I threw teleporters … Continue reading »

Mar
23

The 7 Hour War: Level 5

Half-Life: The 7 Hour War (Level 5) (download) This was a massive project handled by an entire classroom full of people in April 2009. The goal was to create a seven level Half-Life campaign based on the 7 Hour War backstory. We were divided into eight separate teams–one team for each of the seven levels, … Continue reading »

Feb
07

NWN Tutorial Walkthrough

I’ve recently began exploring Bioware‘s Neverwinter Nights Aurora Toolset. I followed along with the tutorial document found on Bioware’s site, and this is what I came up with as my first run. I look forward to working with this tool more and seeing what I can put together. It was pretty easy to jump into … Continue reading »

Apr
30

Group Hammer Map

I worked with 3 other individuals to create this map. We were given the task of taking a pre-built “shell” for the level and turning it into a scenario with a puzzle, combat, and replayability. We crafted this level which contains a puzzle required to access the top room in the back. The puzzle has two solutions: destroy … Continue reading »

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