

Level Design
During my first year of study at the University of Staffordshire, I realised my enjoyment and passion for level design, and decided to make it one of the core aspects for me to expand my knowledge on. As a fan of both multiplayer and singleplayer games, I have always been intrigued in how different environments and maps vary between genres and how they are produced to make an engaging gameplay experience.
01
Multiplayer Level Design - Team Fortress 2
This project was a nine week deep-dive into various multiplayer FPS games and how they are structured and created from the ground up with a specific focus on Team Fortress 2. Alongside research, other skills were developed such as using Hammer, iterative design, playtesting and documentation.

Palace
Map
02
Experimental Level Design - UEFN
Hounded Halls is a haunted mansion map created for the prop hunt game mode in Fortnite, this project was a look at experimental level design and how levels are tailed for unconventional game modes, and pushed my ability to be able to create a level for a unique game mode in a short timespan, while also learning the ins and outs of the specialised version of Unreal Engine made for Fortnite - UEFN.

Hounded
Halls

03
Experimental Level Design - Portal 2
A series of chambers created within the Portal 2 editor that are tailored towards tutorialisation - integrating multiple mechanics that get progressively more difficult as the player becomes more experienced, in a way where the skill curve does not spike and increases naturally, allowing for an enjoyable yet challenging experience.