Capturing the beauty of forgotten exploits. During a trip to the Arctic circle, I became fascinated by the numerous coal mines littered in the snow that had been long abandoned and left to rust.
I sketched and painted the fading structures, inspired by their similarity to the environmental ethos of the Half-Life 2 games. Back home, I begin work on a mod which attempts to take the player on a more methodical exploration of a similar environment, guided by the promise of salvation within the mines.
There's also a 'Combine' base buried in the depths, of course - hence 'Comburied'...
Basic blocky outline of key geometry based on layout sketches
largely Dev textures
Gameplay features such as puzzles prioritised
Incomplete lighting
sparse detailing, only enough to establish the environment / key story features. ie: crashed car
Most geometry the player can interact with has been sculpted and textured, complex displacement terrain replaces many of the initial blocky structures.
Event Scripting / puzzles complete
Additional detailing - grass sprites, more realistic ground texture, broken wall to imply backstory.
Improved lighting
Background detailing has been created; areas unreachable to the player - therefore the areas with the lowest priority for development - have been sculpted now that the level is largely completed.
Additional details in playable space such as clusters of rocks and extra vegetation
Lighting is almost final
Balancing a dynamic battleground around 9 different classes. Over the course of 12 weeks, I designed a 'payload' map for Team Fortress 2, with a focus on providing satisfying but balanced opportunities for each distinct playstyle with a general focus on verticality.
The 3 month time limit taught me a lot about how to manage time when mapping. Early in the grey-box phase, I split the map up into 4 distinct sections and worked on one at a time. This allowed playtesting, detailing, and balancing to be more manageable.
I thoroughly enjoy designing arenas for FPS games with varied gunplay as they allow me to craft a playground catered to endless interactions. Eliminating long sniper sightlines into areas of high player activity through the use of barricades, height adjustments, and tweaking angles was perhaps the most consistent layout challenge.
Giving players choices within freedom. A map created for sandbox / roleplay purposes wherein two large, complex forts stand at either side of a dried up ocean. A love letter to classic Gmod, this large, atmospheric landscape provides players with a desolate playground to create their own stories.
The map features numerous interactive elements and points of interest, letting players transform spaces and give context to ambiguous locations.