I'm certainly proud and extremely grateful to have contributed to. Spanning various roles across the titles from Level Design, Modes Design, Sustain Design and more!

Splitgate: Arena Warfare
Halo 5: Guardians
Halo Infinite
Diabotical

https://t.co/MAIcRaJyvf

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Today i committed myself to the final style of the game. I will stick with this and only allow myself to review it when i go into beta phase.



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I always liked the catwalk before entering the Tank Hanger, something about seeing a level before you infiltrate it made the game so much more exciting. When your plan goes off without a hitch it always feels good.

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Here's a sneak peak of what the video above degenerate into.

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A couple of other random ideas from my iPad. First was a Quake 2 map where you’d have to infiltrate through the sewers and up into the main base (bit of a tired trope I know!). Second was a layout for a small deathmatch map. ⬆️ means upwards. Both done in

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The beginning of the final grey boxed level I'll be doing. Reconstructing pre-existing levels is a nice way to learn more about previous design choices and what made them appealing to the player. Hope to learn more always!

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The grey boxing of the Heliport is almost done, just working out the smaller details like lighting and doing a little cleaning.

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I'm gonna start uploading screenshots and sprites from some of my older projects. These interiors were part of my master's project, a game set in a fictional WW2-esque world.

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A week into alpha testing and Bastion of Chaos is looking good and spicy. Aiming to do difficulty balancing this weekend and after that ...
Public beta 🔥😈🔥😈🔥😈🔥
Initial beta will be via discord and then everywhere else
https://t.co/Bab4zQoB5X

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WIP screenshot of another reconstruction of a level, I'm planning on making the first three levels of Metal Gear Solid through Unreal.

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A few stills from my game: Island of the Lost.
Absolutely loving level design! 😀

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A spot of today - while it's always best to start from the middle of the game rather than the start, the start area has the "tutorial" sections which are the ideal proving ground for the mechanics I'm making

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Prior to working in the games industry I studied animation as a student (I also studied Packaging Design) There’s some clear indication that mindset was present. Sketching as a level designer is such a good skill to have.

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On the and department, my specialty is in mapping and mappacks. You can play some of my Portal 2 maps on the Steam Workshop:
https://t.co/YZvw02O899
Here are some map-making videos I made:
https://t.co/quyf9xGBgb
https://t.co/HAXflePTVH

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Blocking out my first level, happy for far! Adding Nature and then a small surrounding area!

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Let's start the weekend with a early in-game look from our new level Mines!

Game by


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