-- Game Design Student: Level Design and Writing

Writing

CV / Contact


I have been involved in game design as a hobby for around 10 years. During this period I have spent a great deal of time learning to properly use a wide range of software, most notably Valve's Hammer Editor.

I have seen a number of projects from preliminary design phases through to completion, including games scripted from scratch and others that use commercial games' assets and materials.

Source Engine
Standalone Games
Artwork and Renders


Source Engine

Union (Half-Life 2) - 4 months to complete

Single-player map-pack, approximately 45 minutes in length.
• The goal of Union was to focus on the cooperation between player and a Vortigaunt NPC.
• Set in Nova Prospekt following the events of Half-Life 2. The player must escape the Antlion-infested prison left in disarray following Gordon Freeman's visit.
• Just before its release Union was spotted by German magazine PC Action, who kindly offered to put it on the cover DVD for their April 2008 issue.
Post-mortem of Union's development is available on my blog, listing some of the design decisions, problems I encountered and how they were overcome.

Download Union [17.6 MB]
Alternative links: PlanetPhillipModDBHalfLifeFiles

Union screenshot 1

Union screenshot 2

Union screenshot 3

Union video
(YouTube video)

Corn of the Dead (Left 4 Dead) - 2 months to beta

• Arena designed for Survival game mode.
The 4 players must survive for as long as possible against never-ending zombies hordes.
Intended to be developed in a short time frame during the summer holiday. The Survival game mode allowed a lot of gameplay to be gained from a relatively small space.
The environment was centred around an old American barn which provides a three-tiered layout, adding interesting opportunities for the 'infected' characters to separate the players.

Download Corn of the Dead [6.3 MB]

Corn of the Dead 1

Corn of the Dead 2

Corn of the Dead 3

There and Back (Left 4 Dead 2) - 2 months WIP

Short campaign designed for Versus mode.
3 chapters: 2 progressing to call the rescue helicopter, 1 backtracking to the helipad against the zombie hordes.
Planned the entire campaign's layout and events before building it.
Working on releasing early versions to get player feedback, while filling out detail in the existing areas.

Full preview at L4DMaps

Untitled screenshot 1

Untitled screenshot 2

Moving Train Project (Half-Life 2) - 1 week experiment

• While not intended to be a fully-playable level, this short side project experiments with creating a level set on a constantly-moving train. This kind of scenario was never present in any of Valve's games (at least not in this form).
• The illusion of movement is shown in this early video. You can see the basic mechanics of a static train combined with looping scenery segments which can be spawned in any order and contain unlimited variations, as well as ground that carries fallen objects back and thick fog to disguise the pop-up of scenery ahead.
• It also shows some of the limitations of the Source engine, specifically that ragdolls are not affected by the moving ground.

Atmosphere Project (Half-Life 2) - 3 month experiment

• Single player level inspired by the movie Stalker by Tarkovsky, the novel Roadside Picnic by the Strugatsky brothers and the game STALKER: Shadow of Chernobyl.
• Experiment with atmosphere through the use of color correction and environmental occurances.
• Also an attempt to explore pacing; slowing the player's movment through the environment to create a sense of tension.

Untitled screenshot 1

Untitled screenshot 2

 


Standalone Games

Wolf Project (Unity) - ongoing university project

• Working as part of a 13-man team to design and build a 3D action adventure game with Unity 2.6.
• The player takes control of a young wolf during the Gold Rush era in Canada.
• Acting as Design Coordinator, building maps and ensuring that level design remains consistent throughout the whole game.
• Designed gameplay scenarios that are interwoven with the game's overarching narrative.
• Started from simple flow diagrams, built up to 2D area maps, converted to heightmaps and exported to Unity.

Wolf Project screenshot 1

Wolf Project screenshot 2

Wolf Project screenshot 3

Luminesca (Director) - 6 week university project

• Simple 2D platform game created for a 1st-year assignment.
• It was my first game scripted from scratch using my own collision detection, gravity and scoring systems.
• I also created all the graphics, which feature a strong visual style inspired by games such as Patapon and Abe's Oddysee.
This coursework received a First overall.

Play Luminesca in your browser.

Luminesca screenshot 1

Luminesca screenshot 2

 


Artwork and Renders

Character sketches

• Various characters from a fantasy/adventure story and game concept I came up with in 2006.
• While slightly ambitious for my ability at the time, this is a project I would very much like to revisit at a later date.

Lamp render - 6 week university project
• 2nd-year assignment: my first full rendered scene using 3D Studio Max.
• Lamp was created to scale based on accurate measurements of a real lamp.
• Learned the use of bump maps, reflective materials and various scene lighting techniques.

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Website and content copyright © Matthew Glanville 2008 - 2009