LEVEL DESIGN

I have seven years of experience as a professional Level Designer in the video games industry, creating 3D environments for online multiplayer shooter games using game engine technology created by id Software.

I shipped two 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:

Personal Mapping Projects:

Halo Infinite Forge:

New for 2023, I’m making multiplayer maps in the Forge UGC tools.

I have created levels for a variety of online multiplayer game styles:

  • Deathmatch, team deathmatch, capture the flag
  • Tactics for dominance of pick-up items (ammo, health, power-ups)
  • Tactics for area control with no pick-ups
  • Objective-based team play with attackers vs defenders
  • Large levels with driveable vehicle gameplay
  • Base-style corridor interiors
  • Outdoor terrain landscapes
  • Bouncy “space” platformers
  • Contemporary and historical themes, but also fantasy and sci-fi (my fav)

PROFFESIONAL WORK

ETQW – Area 22

I created immersive video game worlds from concept through to fully finished 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

PERSONAL MAPS

Bitter Pak Map 6 – Ruins

During the last three months of 2022, I worked on a retro Quake 3 Arena mapping project called “Bitter Pak”, creating a multiplayer map pack where each level feels like a connected part of a large sprawling castle complex.

Before becoming a professional level designer I was an active member of the Quake3World mapping community where forum users posted useful, detailed comments to grow a common knowledge base around id Software’s level design tools. The support and feedback on that forum was truly inspirational and helped me grow as an artist and designer.