Level Design Concepts

A variety of documents, videos and images created throughout my career that demonstrate my level design methodology.

Guild Wars 1 Scenario design. Here the players must split up to find the cranks necessary to fire up the dragon statues, then hold off waves of enemies while cranking away to melt the frozen waterfall.

Guild Wars 1 Scenario design. Here the players must split up to find the cranks necessary to fire up the dragon statues, then hold off waves of enemies while cranking away to melt the frozen waterfall.

Rubu Tribe (Cancelled PS2 game) Scenario design. Here, the sunlight damages the player and their mount forcing them to scavenge in the cracks and caves.

Rubu Tribe (Cancelled PS2 game) Scenario design. Here, the sunlight damages the player and their mount forcing them to scavenge in the cracks and caves.

Level design breakdown for a game I directed and did the level design

Level design breakdown for a game I directed and did the level design

Level design breakdown for a game I directed and did the level design

Level design breakdown for a game I directed and did the level design

Level design breakdown for a game I directed and did the level design

Level design breakdown for a game I directed and did the level design

Level design breakdown for a game I directed and did the level design

Level design breakdown for a game I directed and did the level design

Rubu Tribe (Cancelled PS2 game) Puzzle mini-game played on hieroglyphs in temples

Rubu Tribe (Cancelled PS2 game) Puzzle mini-game played on hieroglyphs in temples

Rubu Tribe (Cancelled PS2 game) Overworld map design created in conjunction with design, art and narrative departments

Rubu Tribe (Cancelled PS2 game) Overworld map design created in conjunction with design, art and narrative departments

Rubu Tribe (Cancelled PS2 game) Level design performance concerns with proposed solution

Rubu Tribe (Cancelled PS2 game) Level design performance concerns with proposed solution

Here I explain the premise of Super Adventure Box, a game I directed and did level design for

This playthrough of a level I made demonstrates my design sensibilities

Here I speak about designing the main city in Guild Wars 2.

Here I wax poetic about level design and art in Tomb Raider

A lecture about the intersection of art and design at DigiPen

Playthrough of a level I designed, built and textured for Descent 3 Mercenary (1999)

Talking about the level design and environmental story telling of Guild Wars 2