This section showcases the level design works I created during and after my time at the Games Academy.

Casino

11 Screenshots

Casino is a large singleplayer map I created for Gears of War. The level takes place in and around a huge casino in Las Vegas, which was overrun by the Locust monsters.

  • Unreal Engine 3 (Gears of War)
  • 5 Month Production
  • 20-Minute Singleplayer
  • Responsible for Design, Flow, Gameplay/Cutscene Scripting, Asset creation (Static Meshes, Texturing), Item Placement and Lighting
  • Boss battle in which the player has to interact with the environment
  • In-Depth Kismet scripting - including combat sequences, interactive environments and puzzles
  • Created over 90 new models and textures, and one new particle effect
  • Only seven environment assets from the core game were used
  • Fully interactive slotmachines!

Download: SP_Casino.rar (94 MB)
Documentation: Layout | Level Design Document | Art Guide (13 MB)
Videos: Presentation | Intro

Rim

5 Screenshots

Rim is a small multiplayer map I created when I wanted to get back into Sandbox2 level design.
Taking place near a ghost town in a Canyon, Rim offers many opportunities for exciting horizontal and vertical combat.

  • CryEngine2 (Crysis)
  • 3 Week Production
  • 8-12 player Instant Action
  • Responsible for Design, Flow, Terrain Creation, Item Placement and Lighting
  • Certain spots are only accessible through the nanosuit powers
  • Balanced for horizontal and vertical combat
  • Close combat and far distance combat supported
  • Focus on getting accustomed to the Sandbox2 workflow while at the same time creating a small but compelling multiplayer map

Download: Rim.rar (97 MB)
Documentation: Layout | Level Design Document

Downfall

6 Screenshots

Downfall is a medium-sized singleplayer map I created for Gears of War. As Marcus Fenix, the player fights through sewers and warehouses in search of a secret Locust facility.

  • Unreal Engine 3 (Gears of War)
  • 6 Weeks Production
  • ca 10-Minute Singleplayer
  • Responsible for Design, Flow, Gameplay/Cutscene Scripting, Item Placement, Lighting, Texture Placement
  • Scripting duties included combat, gameplay events and interactivity

Download: SP-Downfall.rar (41 MB)
Documentation: Level Design Document | Layout

Matsuro

7 Screenshots

Matsuro takes place on a deserted temple area, inhabited by an old monk for centuries. Many brave warriors went to this hidden sanctuary to take a rest and revitalise their body prior to an important battle. After the monk died, the place was vacant for a long time. Now, the Liandri Corporation uses this place as a stage for their bloody tournaments.

  • Unreal Engine 3 (Unreal Tournament 3)
  • 5 Weeks Production
  • 8 - 16 player deathmatch
  • Responsible for Design, Flow, Bot Pathing, Item Placement, Lighting, Texture Placement
  • Focus on becoming more flexible in the use of static meshes

Download: DM-Matsuro.rar (28 MB)
Documentation: Level Design Document
Video: Demo Reel 2009 (Flythrough between 0:34 and 0:52)

Houjoue (Level Design Exam)

3 Screenshots

Houjoue was designed and created for the Level Design test at the end of my second term at Games Academy. The map was my first work in UnrealEd 4.0. It was created in less than two weeks.

  • Unreal Engine 3 (Unreal Tournament 3)
  • 8 days Production
  • 4 - 6 player deathmatch
  • Responsible for Design, Flow, Basic Scripting, Bot Pathing, Item Placement, Lighting, Texture Placement
  • Inspired by old buddhist temples and a film called “Spring, Summer, Fall, Winter ...and Spring”

Download: DM-Houjoue.rar (12 MB)
Documentation: Level Design Document