Archive for category Level Design

U4ia Games in the news!

U4ia Games was recently featured in a  piece on various game biz websites.  Here’s the link to the Gamasutra article. Way to go guys!

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Screenshots from The Agency!

I was just given permission to post some screenshots of work I performed on The Agency.  These two images link to portfolio pages for each map.  Please note that these are in an advanced whitebox state, without any art involvement.  Check them out!

PvP MarinaPvE Island

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SOE Seattle has just shut their doors…

Looks like I’m a free agent again. Contact me if you or someone you know is looking for a senior/lead level design in the Seattle area. Thanks.

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NJA

I just started working on The Agency at Sony Online Entertainment in Bellevue!  I’m very excited to be a part of this project!

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Blacklight: Tango Down out for PS3!

The PS3 version of Blacklight is finally out!  We added join in progress and a new map, Crossover, to make up for the wait.  Get it!

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Blacklight: Tango Down is gold for XBLA!

Our game has finally made it through cert and will be released this Wednesday, July 7th! The PC and PSN versions are coming soon.

Grab it here!

Blacklight: Down on Xbox Live

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Blacklight: Tango Down

The game I’ve been working on for over a year has finally been announced!

Blacklight: Tango Down

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Damnation Developer Diary

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.


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Abstract Level Design

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.

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