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          Before I began focusing primarily on designing gameplay, I started out creating environments within the Source Engine. I started out making multiplayer maps for Counter-Strike: Source, and eventually moved to Half-Life 2: Deathmatch once I gained more experience. In 2007, I released a few of my works to the public, and in late 2010, I began working on a mod for Half-Life 2 called "The Ascension." While it started out as more of an environment-building exercise, it eventually evolved into being significantly more gameplay driven while the aesthetics took a back seat.

          The focus of this page will be on the visual and environment side of my game design experience. For more gameplay-related material, please take a look at some of my works in the Game Design Portfolio page.


A collection of videos showing all of the level design content for my Half-Life 2 mod, "The Ascension."

Click the image below to check it out.


Half-life 2: Deathmatch

A few of my published levels for Half-Life 2: Deathmatch from 2006-2008.

Click the images below to view a slide show of various sections of each level.

DM_OVERTURN (2006-2007)

Overturn was my first publicly released map for any game. This was the first time I felt comfortable enough with the quality of a project to share it with others. I felt particularly proud of the "mortar launcher" prop on the roof of the map that allowed players to bombard a section of the street below. The level has a very easy to navigate, looping layout, perfect for a fast-paced round of deathmatch.


Instant was born from a challenge I had set for myself to complete a detailed map large enough for a 4 player deathmatch game in less than a month. Though much smaller in size than Overturn, Instant featured vertical gameplay similar to Overturn, and had two traps designed to keep players away from high-value weapons.


Helldistrict was my attempt at creating a map that felt 'alive,' even when no one was there. I used a few randomization entities and timers to create events that would occur from time to time within the map. This included a pit that randomly exploded with fire, a hallway that would lock you in, random sounds, and more. The layout is fairly simple, and is essentially a large figure-eight with a couple of side halls.

DM_OBELISK (2007-2008)

Obelisk was more of an art project than a gameplay project. The map itself isn't very functional as a fun deathmatch map, but I had fun creating the strange environments. The map centers around an M.C. Escher-like room with five exits, one in each compass direction as well as down. Each direction takes you to a different world with a completely different art style. There is an ice cave, a fractured version of dm_lockdown (an official Valve Map), an upside-down city, a Portal-esque puzzle area, and "Killbox Hell." 

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