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Mission/Level Design

Fragment: The Lost Level (Unity 4.0)


Although I was the programmer on Fragment, Narrative and Mission Design is my real passion so after the project was complete I developed an extra level using all of the assets my team had created over the last few months.  The whole game was designed modularly to allow for rapid changes and iteration.  This allows us to cater our design to multiple play styles within the same build, so whether the player wants to try and tear through the enemies in a whirlwind of destruction or stealth through like a ghost every player is sure to find something they like.



Below is the process from paper plan to completion.  It started off as a simple square using some of the larger art assets.  It then evolved into the final product that you see below on the left hand side.  On the right are several overhead maps that show off the level and its objectives.



The idea behind this level was to give the player a more difficult experience than the first level with none of the down time for tutorials.  I really wanted to give the player a lot more room for exploring and make it a lot less linear than the first level.  One of the things I wanted to make sure of was that there were at least 2 ways in and out of every room larger than a closet!

The Arch: Environmental Level Design


This one is more of an exercise in making a level pretty and making good use of set dressing pieces as well as post processing effects.  I've taken advantage of UDK's powerful lighting options and created a level with a dichotomy of temperate areas.  There is a warmer area back agains the cliff and a colder area up closer to the waterfall.

UDK Level Design


This area includes some of the levels I have worked on in UDK.  I'm constantly adding to it and learning more about the Engine itself so check back frequently!



Below is one of the first UDK projects I completed.  It's a simple death match level for 4-6 Players that makes use of height and assorted terrain to break up the action and create different points of interest as well as scattered chokepoints.

Descent 1st Edition Campaign

 

This was a campaign I ran at VFS as a 'student run activity' alongside their RPG workshop class. I planned out the Narrative as well as the NPCs and all the events that took place inside the world as well as tweaking a few rules to better fit the quests.



This later turned into an mission design document as detailed here.

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