Portfolio

Here are a few videos of some of levels I’ve created over the years.

Call of Duty: Infinite Warfare (2016)

Here is a play through of the mission Titan that I worked on. Titan was the longest mission in the game. There are two videos for the entire level. The play through was done by a YouTuber named (theRadBrad).

  • Responsibilities – Entire blockmesh of level, developing gameplay beats with directors, designing gameplay spaces for combat, stealth, and story moments.


God of War: Ascension (2013)

This is a play through of the opening level of “God of War: Ascension” that I designed.  The play through is being done by a colorful commentator on YouTube (theRadBrad).  There are two parts to the play through.  The opening level including cinematics runs about 50mins.  I was the sole level designer for this opening level and in total it took me over a year of work to complete. Enjoy!

  • Responsibilities – Entire blockmesh of level, enemy scripting, tutorials, and overall level flow.  The boss fights were scripted by a Combat Designer.


Lord of the Rings: The Return of the King (2003)

Ah, the good ol’ days of hack and slash.  This level has always had a special place in my heart. It’s the shortest opening level I’ve ever worked on, but packs a punch.  Reading the comments on YouTube gives me a warm fuzzy feeling inside.

  • Responsibilities – Scripting of all enemies, pacing, cameras, and level layout on paper.


Dante’s Inferno (2010)

Before I worked on “God of War: Ascension”, I worked on the poor man’s version of God of War…”Dante’s Inferno”. Although Dante’s didn’t stack up to GoW in many respects, it did have its moments. Here is the first puzzle of the game that you’ll encounter that I designed. I really enjoy watching the commentator think his way through this puzzle.  At one point he calls me a “clever bastard”, I’ll take that as a compliment.  There are two parts to the video. Enjoy!

  • Responsibilities – Blockmesh and scripting.

 


Star Wars: The Force Unleashed 1 (2008)

Here is a play through of the first main mission where you get to play as the Apprentice for the first time.  I really wanted to scale down how large the gameplay spaces were, but I didn’t have total control over that aspect.  Every single enemy was hand placed and scripted by me to seem as if they were engaged in battle or are coming after you.  After which their A.I. brians would take control.

  • Responsibilities – All enemies placement and general scripting and level flow.


The Godfather: The Game (2006)

Designing mission for an open world game has its challenges.  I basically had to fit my missions within predetermined locations.  Here is one of the missions “Sonny’s War” I designed for the game.

  • Responsibilities – Scripting of all enemy encounters and mission flow.