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Level Design
While my smaller arcade style games utilize procedural content to extend the gameplay for as long as possible, sometimes a more human touch is required. Here are some examples of levels that I have crafted.
DM_Isle






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DM_Isle is a community map that was created by myself and one other for our Level Design Module at University of Suffolk. It is a community map for Unreal Tournament, which is an FPS by Epic Games.
I created the floor plan and conducted rigorous playtesting to gather player feedback which allowed us to iterate frequently and efficiently. I 3D Modelled the fountain, placed and regularly updated the spawn locations as well as the weapon placement. I was also able to create the terrain using brush tools in Unreal Editor and place cameras throughout the map for the game to use to show previews as well as setting up the pre and post game scenes.
One of the major challenges in the creation of this map was ensuring that during multiplayer matches, no particular area could be considered too powerful. By placing specific weapons in less viable places and by monitoring and tweaking the cover and terrain, I was able to produce a map that encourages aggressive play and regular movement to keep every player engaged.






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GO GO BOX BOX!! is a game that I designed during my second year of University. I created it as a way to learn and develop single player levels that teach mechanics in safe environments before ramping up the difficulty and testing players on their newly acquired abilities.
This was developed in Unreal Engine 4 and makes use of Epic's Paper2D toolset, which allowed me to create and tile all of the necessary spritework and quickly edit levels in order to rapidly iterate and develop a polished platformer.
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