Blacklight: Tango Down
Posted by BIOS in Level Design, News on March 1st, 2010
The game I’ve been working on for over a year has finally been announced!
Top 15 Albums of 2009
In no particular order, my top 15 albums of 2009.
Mew – No More Stories
Ard Bit – Spanon
Polvo – In Prism
Phoenix – Woflgang Amadeus Phoenix
Grizzly Bear – Veckatimest
Future of the Left – Travels With Myself and Another
Mastodon – Crack The Skye
National Skyline – Bliss & Death
Animals As Leaders – S/T
The Flaming Lips – Embryonic
Russian Circles – Geneva
Bear In Heaven – Beast Rest Forth Mouth
The Life and Times – Tragic Boogie
Tortoise – Beacons Of Ancestorship
Mobile accessibility update
I’ve updated the site to be more compatible with mobile devices. It’s looking way better on my iPhone now!
Damnation Developer Diary
Posted by BIOS in Level Design on April 14th, 2009
I worked on Damnation very early in the process and was glad to see this video of Jacob Minkoff talking about the process involved in creating these levels. We kind of worked backwards to design these, using concepts to path gameplay, but I think/hope it ended up okay in the final version of the game. We’ll see next month.
Mr. T
Posted by BIOS in Photography on April 12th, 2009
Some picture perfect graffiti, if you ask me. This was a small sticker placed in the middle of a huge, tinted window in Barcelona.
VFR crash, go boom.
I thought the most appropriate first post for moto content would be my crashed VFR pic. I dropped my bike in the rain (of course), after hitting a rubber expansion joint. I was on the brakes (lightly!) and turning to the left. As soon as the front hit the slick expansion joint, it locked up and caved. Thankfully I wasn’t hurt (not even a bruise), and the damage to the bike was cosmetic. It wasn’t cheap though.

Abstract Level Design
Posted by BIOS in Level Design on April 10th, 2009
I saw this sculpture this past summer at the SF MOMA and it reminded me of Half Life 2’s tower. I kind of pine for the days when I could sit around, drink coffee all day, and create deathmatch levels based on concepts like this. Now I make levels that have to be informed by ’science fact’. Not a bad thing, but certainly more constricting. Perhaps now, with much of the game industry focused (seemingly) on gameplay more than anything else, more abstract levels might be coming down the pike.
First Post
Welcom to the newly redone biosleveldesign, Michael Schorr’s level design and asset portfolio. I am trying to make this site more of a portal for all of my interests, while keeping the focus on my game industry work. I’m game for any feedback you might have. Thanks.


