Port Royal

With this level I was solely responsible for the design of the level and not for the art which was a first for me. Focussing on the design only allowed me to test the level more often. I could spot issues quicker and iterate rapidly. I was used to greybox my levels and then move on to the art phase but staying in the greyboxing phase a little longer resulted in a much better level. The four player deathmatch map had a great flow and players constantly moved across different height levels. After six weeks I finished the level and was allowed to present the greybox level to a group of artists. Two teams of artists decided to choose my level and art pass it.
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