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    Post-Human

  • Game: Half-Life: Alyx

    Build Time: Aprox. 1.5 Years

    Released: March 2023

    An experience focused on survival, high tension, and exploration, this 45 minute mega-project was the result of me directing a dedicated team of volunteers and commissions alike. From art to encountners, this was the most polished and diverse level any of us had made to date.

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    Every Skill

    A Diverse Team

    This project included everything from concept artists, to musicians, to modelers, and scripters. Most of the core team, including myself, would take on multiple roles.

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    Iteration

    Action Block Methodology

    Most of development was spent "finding the fun" for a survival focused gameplay style. This resulted in 73 videos of playtests throughout development.

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    Tower Agency: Revamp

  • Game: Half-Life: Alyx

    Build Time: Aprox. 3 Months

    Released: September 2021

    The original Tower Agency was a rogue-lite experience focused on tense close quaters battles in flexible and reusable combat arenas. I found the idea intriguing, but lacking in execution. This led to a partnership between me and the lead developer where I helped revamp almost every corner of the experience to create the ultimate form of that original vision.

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    CQB

    Close Quaters Battle

    The AI soldiers of Half-Life: Alyx weren't typically used in CQB situations, so the majority of development effort went towards tailoring spaces toward their strengths.

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    Arenas

    Flexible Spaces

    Spaces were rigorously tested, designed, and iterated to make them flexible and replayable. Enemies and Players had to be able to fight from anywhere.

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    Local-Motive

  • Game: Half-Life: 2: Episode Two

    Build Time: Aprox. 1 year

    Released: 2016

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    A Developer Commentary Is Included

     

    One of my first major projects, Local-Motive focused on creating a full "story arc" with tightly knit combat encounters and rewarding exploration. The level features a giant loop design with drastically different gameplay styles. In 2021, another developer helped make a "definitive edition" to tighten up some bugs, do some minor polish, and add user friendly features (such as multilingual subtitles).

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    Allies

    A Fully Voiced Companion

    The main focus of the mod, the player is joined by a fully voiced companion with over 100 lines of animated dialog. All triggered by a variety of conditions to reflect the current situation.

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    Linear Combat

    Choreographed Encounters

    At the climax of the mod, the Player is pulled through a cinematic battle that evolves as they participate. Alot of testing and iteration was required to create a natural flow.

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    Abe's Spicy Mappack Platter

  • Game: Half-Life: 2: Episode Two

    Build Time: Unkown

    Released: May 2021

    Abe's Spicy Mappack Platter is a collection of previous and unfinished projects from 2017-2020. Most of them are experiments with different styles of level design. Many of them are open-ended sandbox encounters. All of them never reached a final level of polish. The levels I'm most proud of from this period of experimentation are Disgraced and Hostile Complex.

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    Disgraced

    Dishonored Level-Design

    Inspired by the work of Arcane, this level focuses on two open-ended objectives. It slowly opens up as the Player gains knowledge of the space, which allows for endless options on replays.

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    Hostile Complex

    Half-Life 1 Level-Design

    This level focused on creating a "journey". Through creative use of existing enemies, and a gradual increase in tension, it always kept the Player guessing.