This was a custom map I made for Counter-Strike in high school. Players can only use the pump shotgun and their knife. The level is divided into different rooms, each with a different theme, connected by teleports.
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This was a custom level I made for Counter-Strike Source while I was in high school. I was focused on creating a compact map so that players didn’t spend excessive amounts of time simply looking for enemies, but at the same time offer lots of flexibility and replay value. I did this through the utilization of verticality and an abundance of intentional flow design that ensured all areas of the map played into each other in interesting ways.
Unfortunately I think I lost the file in a hard drive crash.
Raket was a hobby project I started in high school and continued to work on it a bit in college — it was the first time I’d ventured outside level design and developed gameplay. It ran in Gmod9 for HL2 running on Lua scripts that I was able to hack together. You can watch some footage I recorded while playing with friends online here. There are several classes, each with a very different playstyle.
A few photos I took while in Japan in 2006 using my Canon S3 IS. I hope to find my backups and post more.
Joe Swinbank
Robert Mitchell Burke
Robert Thompson
Justin Pierce
Yuichi Yoshigiwa
Robert Mitchell Burke
Robert Thompson
Justin Pierce
Christina Day
Riley Cordova
These are some of the drawings I did in figure drawing classes using live models.
Project.D was a hobby project that never got finished, but I still think the concept is neat. It was a 2D multiplayer dodgeball game with a sort of abstract zero gravity theme. It was made using Construct, a visual programming game maker. It was the first time I got to try making AI — they’d go fetch balls on their side of the court, pass to teammates or try to hit an enemy. Since the AI was intended to be pretty basic, AI bots had a different visual design from human controlled characters.
Dallas Museum of Art installation –
07.06.2009 – 01.19.2010
Short video: Link
The Digital Wind Chime translates wind into digital music. The more wind present, the more excited it becomes, resulting in more cheerful melodies. When left alone, it becomes sad and produces more down-beat tunes.
The pixelated landscape was constructed with painted wood. The red map markers are Sanwa joysticks — the same hardware found in arcade machines in Japan.
Chao Hui Lin
“kitsu”
Danilo Recevic
Phong Nguyen
Melissa Manlutac
Zachary Russell
Logan McNeely
Me
FishMoto is an iPhone game I created in 2011. I did everything except the music and a couple sound effects. It runs on the Unity game engine.
Underrated hidden gem with amazing level design!-iosjailbreaks.net
Vibrant visuals-appspy.com
Chad Dickson
Samuel Justice Link
Me
This is a quick app that I made in a day using Unity for a friend to show off his 3D portfolio. You could move the camera around, toggle an additional spotlight, take away layers of the 3D model, and enlarge image thumbnails of reference material. It’s not on the App Store — it was simply used for an interview. He provided all the artwork.