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Level Design Document

Level Download (work in progress)


Level Design Document


Level Download

Level Design Document

 

The Great Escape                                                                                           Half-life 2

The Great Escape emphasizes meaningful player choices based on the prisoner’s dilemma and good level flow for two players. The player’s main goal is to escape the Combine Citadel with his/her AI partner by sharing resources, and solving puzzles.  The players must be mindful of his choices, because his choices affect the AI’s behavior.

  • This project is part of my Master’s Thesis Project
  • Created a multiplayer, and single player version of the map
  • Wrote a Level Design document, Field Review, and Master’s Proposal
  • Project scheduled to be finished September 2007

 

Derelict                                                                                                                Quake 4

Derelict was concepted, built, and scripted over a two and half month period as part of the Directed Focus Study class.  The requirements for the assignment restricted the level to five rooms.  This single player level takes place in the Quake 4 universe onboard the space station Caesar during and after a Strogg attack. This level was inspired by the USS Hannibal map from Quake 4.

 

Putrid                                                                                                                Quake 4

This map was created over a 3 day period for the midterm assignment in my level design class.  The Requirements for the midterm stipulated that the level have two rooms, and must be built using assets from the Putra level in Quake 4. For this assignment I scripted three events, and constructed two custom movers out of bsp, and patches. The art style is based off the Putrification Center from Quake 4

Kid Icarus                                                                             Unreal Tournament 2004

The Kid Icarus map was a 2nd term assignment for my level design class. We had a month and half to create a level based off the classic DM17 map from Quake, and give it a unique theme.  For my map I decided to pay homage to the NES game Kid Icarus, by modeling the art style off the final level from Kid Icarus.  I modeled, unwrapped, and textured 10 custom objects.

 

 

 

 

copryright (c) 2007 Jeff Touchstone The Guildhall at SMU all Rights Reserved