Crytek - 2016

ROBINSON: THE JOURNEY

Crytek - 2015 - 2016

I was responsible for creating two challenge mode missions; these were medium length maps in the USA setting. My missions were the final obstacles that the players would have to overcome in order to fully complete the game, as a result I had to make these levels much more difficult.
The Climb is an exciting rock climbing game designed from the ground up for an incredible new technology, Oculus Rift. It has three distinct art settings. The Alps, USA and Asia.

There are two game modes “Normal” and the more difficult “Challenge”
Challenge mode forces player’s to test the mastery of all of the game’s mechanics so a comprehensive understanding of the game’s metrics and mechanics are essential when designing them.


Description

Responsibility

THE CLIMB

Crytek - 2014

Breach is designed intentionally to appear unbalanced. The defending team starts inside a heavily fortified building. At the beginning of the round, players can barricade every window and door by pressing “E” whilst next to that item.

The attacking force must destroy these entry points in order to gain access to the building and the flag. This results in a loud explosion that warns the defending team of the location where the “Breach” has occurred. Working against the odds the attacking team must fully coordinate their attacks and use the Breaches as distractions.

Breach is a “capture the flag map” but with a difference created just for Warface, Crytek’s free to play game. I was tasked with creating a “twist” on the traditional CTF game mode that didn’t exist in any other warface map.

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Responsibility

WARFACE: CTF-BREACH

Crytek - 2014

Initial research into the Grand Bazaar showed that its famous long corridors, tight shopping spaces and iconic great hall had to be included in the map if I was going to create an accurate representation of the building.

​Although I was a new member of the team I had to learn best practice, I wanted to create something novel for the map to give Warface players something different that was unique to this map. I decided to add destructibility to the game for the first time; this was a brave design decision as our strict performance criteria meant that destructibility was considered too expensive.

This map is an 8 versus 8, Symmetrical, team death-match map. It is set inside Turkey’s world famous and historical Grand Bazaar. My level of responsibility increased significantly when creating this map as it was to be the sole-release for a brand new market.

Description

Responsibility

WARFACE: GRAND BAZAAR

PERSONAL PROJECT - 2012

The mission revolves around stealth gameplay, the player must watch out for dynamic noise makers, patrolling guards and static CCTV security cameras. If the player is detected and does not kill the people he has disturbed within a few seconds, the enemy can call in by radio an NPC dropship anywhere to the map, they can then be deployed to join the hunt.
This was a personal project that I produced so that I could learn more about the UDK editor. It was the first project where I created the level design, the story, the scripting and level dressing by myself. The player is a thief who must break into a Chinese monastery and steel valuable treasure.

​​When I started this project I knew very little about scripting in UDK as my previous experience was gained using Valve’s SDK. I had to educate myself by using tutorials, reading articles and communicating on forums.

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Highlights

FUTURE STREETS

PERSONAL PROJECT - 2011

I worked with three teammates to produce a brand new campaign for Left 4 Dead 2. We called it “Liberty Revoked”. It is a prologue to Valve’s zombie survival shooter released in 2009;.

This allowed us to set the campaign in the northern states which provided many more interesting panoramas to create levels for.

In my 15 minute mission players make their way from an urban house basement, towards a militarized government building in hope of finding safe haven.

Description

LEFT 4 DEAD: LIBERTY REVOKED