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CommandLine
I freaking love Tron. I grew up watching the original with my dad and when Legacy came out I fell in love. I had always been a Daft Punk fan so the music was just my thing. I made a couple of attempts at making a Tron: Legacy style grid in CS:GO. The most popular was called CommandLine.
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Sky of Spies
This was a fun one. I had my kids alone for a week while my wife was visiting family out of state and we worked together on a game. I had my kids work on designing levels on paper and I put the stuff we worked on in Unity.
I let my kids do a lot of the decision making (with some oversight). They wanted to make a game about spies that worked in a city made on floating rocks and that’s what we set out to make. Sadly mom came home before we could finish it. -
Spikes
This was part of a dual purpose project. I was working on a training project to familiarize myself with Unreal Engine while I worked at Hardsuit Labs. I was helping designing an obstacle course type level. This scene was from my prototype spikes I made for my training project, a similar thing ended up going into the project at HSL.
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Crevasse City
I have always been interested in the idea of a city built into the walls of a canyon and this is once of my attempts to create that. While it was made for CSGO, it was not intended to actually be used in it and was more of a level design experiment. Since making this I have had some form of Crevasse City in multiple D&D campaigns and I’m going to attempt to make on in in a game I want to desing in the future.
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Mall
This was my first time working with instancing in the level design of this mall. The mall was fairly large and had I made two ends of the mall that were identically laid out, but with different stores/rooms.
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A Walk in the Park
This was from the first game jam I ever did. This was an early test in the game and I always thought it was hilarious. The game was focused around playing as a Dog who's owner is taking them on a walk in the park and all they want to do is chase squirrels. I made it so that the player and their owner "could" walk together, on leash, or the player could drage their owner around the park, barking at all of the squirrels. The park had a certain number of squirrels and if they all got chased into trees the player won, alternatively, the player could get the “good boy” ending where they walk nicely with their owner around the park without tugging.
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Ferry Terminal (unfinished)
I am crazy and instead of learning blender back in the day I made this Ferry, inspired by the Washington State Department of Transportation’s Ferries entirely in the Hammer Editor for Source.
insert confused Jackie Chan meme here -
Apartments
This was a more advanced experiment with Instancing in Hammer. I made 3 apartment buildings in a complex but the trick was that each floor was instanced and there were actually 6 buildings so I had multiple cases of instancing. I didn’t really know what I was doing, I just wanted to experiment with this one.
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Fortnite: Save the World
Technically I can’t say a lot due to NDAs, but while I was a Tester I was heavily involved in the Future Ideas team and more than one of my ideas got pushed through (with a lot of help from the actual designers)
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Speeders
I have an On Again Off Again game project that is my version of the Star Wars Episode 1: Racer game for the N64. I’m trying to use real world heightmap data pulled from satellites to design pod racing tracks. The image here is the track laid out on Lake Como in Itally, which was chosen as it is a real world location used in Star Wars (though sadly not for the pod racing scene)
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Temporal Echoes
I worked on a game for the 2026 GMTK Game Jam and this is an early image of the time dilation grenade in effect. The game was basically a Zelda style dungeon where the gadget/ability you get is a time control thing similar to the Effect and Cause level of Titanfall II, I also added a few other time related abilities. I’m actively continuing work on this project because it’s really fun and I think it has potential.