aboutsummaryrefslogtreecommitdiffstats
path: root/src/a/level-design.md
blob: da347608bbceac2ff621692405f49836b20b664a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
---
title: Level design
---

## Source Engine

I have designed and released several multiplayer and cooperative maps thanks
to community modding tools for the following games:

- [Day of infamy](https://en.wikipedia.org/wiki/Day_of_Infamy_(video_game))
- [Insurgency (2014)](https://en.wikipedia.org/wiki/Insurgency_(video_game))

For each map, multiple iterations and testing sessions were needed to reach a
playable state.

![doi-brecourt](/static/a/level-design/doi-brecourt-01.jpg)
> Playing with HDR built-in effect in the Source engine for an unreleased map.

![doi-v2forest](/static/a/level-design/doi-v2forest-01.jpg)
> Complete artistic overhaul for a map ported from Day of Defeat to
> Day of Infamy.

![doi-ardennes](/static/a/level-design/doi-ardennes-01.jpg)
> Large scale PvE map, set in the Battle of the Bulge. Co-created with
> Modtools.

## Unreal Engine 4

I am a former level designer for the multiplayer game
[Resistance and Liberation](https://web.archive.org/web/20190924032538/https://resistance-and-liberation.com/).

![rnl-carentan](/static/a/level-design/rnl-carentan-01.jpg)

## See also

- [artstation.com/binary550](https://www.artstation.com/binary550)
- [steamcommunity.com/id/binary550](https://steamcommunity.com/id/binary550)
remember that computers suck.