
As a professional Level Designer in the video games industry, I created 3D environments for online multiplayer PVP shooter games using game engine technology created by id Software.
I shipped AAA titles as a Multiplayer Lead Level Designer and before going pro I was a very active community mapper, creating custom levels and hosting a map review website for the Q3:TA missionpack to showcase the work of other designers.
AAA Video Game Credits:
- Lead Level Designer – Wolfenstein multiplayer
- Lead Level Designer – Enemy Territory: Quake Wars
- Senior Level Designer – Doom 3 multiplayer
- Level Designer – Wolfenstein: Enemy Territory

I designed levels for a variety of online multiplayer PVP game modes:
- Deathmatch, Team Deathmatch, Capture the Flag
- Objective-based team play with attackers vs defenders
- Tactics for dominance of pick-up items (ammo, health, power-ups)
- Tactics for area control with no pick-ups
- Large levels with vehicle gameplay
- Base-style corridor interiors
- Outdoor terrain landscapes
- Bouncy “space” platformers
- Contemporary and historical theme, but also fantasy and sci-fi (my fav)

PROFESSIONAL WORK

I created immersive video game worlds from concept through to final multiplayer levels and progressed my career into leadership roles with more responsibility and wider scope within the design team.
Role: Lead Level Designer
- Managed the design team, fostered creativity and efficiency for a healthy work-life balance
- Hired and developed designers through a comprehensive training curriculum with stretch goals and regular feedback
- Assessed scope of work, scheduled, steered production, and audited quality of levels
- Collaborated with software engineers to refine tools and pipelines for wide adoption
- UK liaison with US-based Executive Producers on Doom 3 multiplayer, chosen for deployment to work at id Software in Texas to finalise levels prior to shipping
Role: Level Designer
- Designed blockouts and mission objectives
- Set up gameplay triggers, scripting, A.I. bot hints and navigation debugging
- Environment detailing and theme, texturing, lighting, atmospherics
- Terrain, buildings and prop modelling
- Clipping/collision, scene optimisations, bug fixes


