Level Design
I love planning out levels and looking how to best optimize them for both gameplay and assets. Making quality fluid levels that engage players is always a blast. My background in art and gameplay design all comes together in level design.
Reclaim is a unique Valorant/CSGO style map I designed, modeled, UVed, and textured in 3 weeks. I did so utilizing Maya, Substance Designer, Substance Painter, Substance Sampler, Substance Stager, and Unreal Engine 5.
Hedge Legends is a Team Based Loot and Boss Rush style Minecraft game playable with a varying amount of players and a max of 24 players split into 8 teams of 3. Race to gear up and explore a maze style map in order to take on the 4 quadrant bosses. But beware, only 1 team can place all 4 boss heads and call themselves the Hedge Legends!
Freeze Point is a fresh take on both the Freeze Tag and the Hardpoint games. Freeze Point is a fast paced large team game in which teams gain score by controlling one or multiple control points on the map. Players must tag other players on the enemy team to freeze them solid. They can only be thawed by their teammates. Along with this mechanic, there are Power-ups that spawn around the map which can make or break team fights.
Terracotta Canyon is a class based Capture the Flag game with Power-ups. The map is set in a wild west like era as two rival bandit camps fight for control. There are a total of 7 unique classes with Minecraft feeling abilities and weapons to aid teams in capturing each other's flag. Located throughout the map are Power-ups that spawn and provide temporary buffs to aid players on both sides. Each team also has access to horses that respawn at stables. Players can use them to traverse the map for a limited time.
Boogie Beyond is a VR Exploration and Dance Battler set in the 1980's with an Eldritch Comic Twist. On my 14 person agile team I worked as both our Lead Environment Artist and Level Designer throughout our year of development. On the Level Design side of this project I designed, iterated, blocked-Out, and finalized our main level the "Club Cosmic Night Club." On the Environment art side I 3D Modeled, UVed, textured, implimented, and blueprinted 87% of our Environment assets. I did all this utilizing Maya, Zbrush, Substance Painter, Photoshop, Illustrator, SVN, and Unreal Engine 5.
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