Design Snapshot:
Detour - Quake 4

 

To illustrate how I approach level design and creation, the following document gives a brief overview of the process used in creating my solo project, Detour developed in Quake 4.

 

Download in PDF format                                              Download in DOC format

 

 

Level Design Document:
Rescue Mission - Half-Life 2

 

Good documentation is essential to the development of any game.  It provides accountability and an audit trail for management while also providing a “road map” for a development team to move the project forward.  At the Guildhall, we have learned how to properly document our work.  The process is an iterative one.  Before building any level in-engine, I create a level design document to formulate my ideas and communicate them with the team I am working with.  As the project moves forward, the documentation is updated to reflect any changes.

The following is the initial Level Design Document I created for my current solo project in Half-Life 2, Rescue Mission.

 

Download in PDF format                                              Download in DOC format