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A blimp can keep snipers at bay.
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Name: Omega Plague: UK
Game: Unreal Tournament 2004
Role: Level Designer
Production Cycle: 2.5 months
Level Type: Multi-Player Zombie Deathmatch

Omega Plague, UK is a FPS death-match game able to support six to eight players.
  • Designed, built, textured, lighted, and scripted the level
  • Added zombies with custom AI
  • Created a custom game type
  • Created a custom health powerup
  • Created a custom shotgun
  • Created a matinee level tour

      :: Every good zombie game has a shotgun! ::
A blue color gives an
environment a cool feeling.
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Name: Exodus
Game: Quake IV
Role: Level Designer
Production Cycle: 2.5 months
Level Type: Single Player

Exodus is a FPS single player adventure where special focus has been paid to letting the player discover multiple gameplay choices to any one situation.
  • Designed, built, textured, lighted, and scripted the level
  • Multiple gameplay opportunities for each situation
  • Scripted vignettes
  • Custom GUI elements
  • Custom audio

      :: Let my people go! ::
Water effects add more scene atmosphere to a grim battle.
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Name: Hostile Takeover
Game: Company of Heroes
Role: Level Designer
Production Cycle: 2 weeks
Level Type: Multi-Player

Hostile Takeover: is a two player head to head RTS level influenced by the style of the original campaign's single player VX secret missile launch facility.
  • Designed and decorated the level
  • Focused on height advantage moments

      :: It's getting hot in here! ::
Can friendly kobolds really survive in the scortching desert?.
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Name: Yip Sauce
Game: Neverwinter Nights
Role: Level Designer
Production Cycle: 1 month
Level Type: Single-player RPG

Yip Sauce: is a single player RPG level originally made as my entrance criteria in order to apply into the Guildhall.
  • Designed and decorated the level with existing and CEP content
  • Scripted several complex moments and scene deepening interactions
  • Wrote the dialog trees for NPCs
  • Devised ambient routines for NPCs
  • Timed scripted events based on time of day

      :: It's time to make some sauce.. ::
Diagonal shadows enhance the
dynamic feel to the room
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Name: Hanging Gardens
Game: Unreal Tournament 2004
Role: Level Designer
Production Cycle: 4 days
Level Type: Multi-player Deathmatch

Hanging Gardens is a FPS death-match multi-player level with a high pressure turn around. The level focus paid special attention to lighting and meaningful player choices.
  • Designed, lighted, textured, and decorated the level
  • Multiple game play choices for each situation

      :: Footsteps in the sand may not be yours. ::
 
All rights reserved © 2011 Kyle Garner and The Guildhall at SMU.