LEVELS
Past level design projects



Harry Potter and the Prisoner of Azkaban

Here are some shots from the PC version of Harry Potter and the Prisoner of Azkaban. All of these images were contributed to by other team members to some degree, far too many to credit here. For some of them I was mostly responsible for the lighting and decoration using existing textures and static meshes.

Given the insanely low minimum specs for this title, it really ended up looking quite good, and I tried as hard as I could to make sure every level I had that referenced the movie was as close to the actual film set as possible, which I was pleased about.

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All Images from Harry Potter and the Prisoner of Azkaban are copyright Amaze Entertainment and Electronic Arts 2004



Tom Clancy's Splinter Cell: CIA and Training

The shots below are all from the CIA map in Splinter Cell for the Xbox/PC [they absolutely massacred the map for the PS2 version as far as I can tell] with the exception of the first image, which is from the Training map I designed.

It's important to note that all of the shots represent the work of many different people. In some of them, I did most of the texturing/lighting/decoration, in others it was done by other members of the team. All of the shots are parts of the level I designed and constructed however. Special thanks to the exceptionally talented Marik and Mathieu who polished the map off after I left.

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All Images from Tom Clancy's Splinter Cell are copyright Ubi Soft 2002



The Temple
Quake III Arena
DM

I started this map as an excercise in trying to stick with an initial design. A lot of my smaller maps tend to get radically changed the longer I take to make them [this is an inherent problem, I think, with stopping a project for weeks and then coming back to it fresh]. Anyway, I've included the tiney sketch I made on the back of a script print-out during a meeting :)

I don't often release my maps publically, but this one seems like it might be a fun little DM environment so I added a railgun and grenade launcher and altered the geometry a bit to support several players. There's a few glitches [like ammo for the rocket launcher I removed last night :)] If you'd like to D/L a beta copy of the .pk3 you can get it here


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TH-Weatherstation
Thievery [UT]

This map is the prototype for a new gametype we're working on for the mod. It has each Thief working against the others to get an object and return it to their start point. In that, the map is quite simple, mirrored four ways to make sure there's no real advantage to any one starting place. It's much more likeThief 2 in atmosphere than Nostalgia, a lot of metal and brick, and noisy machinery. I used a lot of coloured lighting to try to achieve a more complex environment without using too much detail. Again, look for this when the mod is released.

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TH-Nostalgia
Thievery [UT]

Download Beta [TUT members only]

Nostalgia is my main map for Thievery right now, though it's been sitting on the back burner for now. It's a private museum setting in an affluent part of the city. though the rooms are all layed out, I still need to go through and complete the geometry and decoration before I can start adding in guards and objectives. It has some nice areas already, nice and shadowy for lurking thieves to skulk around. The actual level file will be available as part of the Mod early next year, but I'll probably post a UT-friendly version here in case anyone wants to look around.

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Cathedral Test
Unreal Warfare Engine

2 images of a test level I made. This is the first thing I built in Unreal Warfare. The pillars were made and textured as BSP and then converted to hardware brush. It's hard to see in the photos but the pillars are running about 700-1000 polys each.

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