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M
a r k F r y
[
Level Design ]
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"Level
design" for video games is the planning and creation
of real-time 3D game worlds and environments.
I
began my professional career in the trenches as a level designer
and worked my way up to become a department lead, always remaining
knee-deep in the hard work and taking on more responsibility
in the overall production. Most of my experience has been
creating 3D levels for online multiplayer video games using
technology created by id Software and the 3D package,
Autodesk Maya.
In
these types of games players go online to battle each other
over certain objectives in a level like destroying the enemies'
fuel supply or engaging in firefights where the player with
the most frags wins.
A
typical level design production pipeline might include:
- Research
the style & theme for the environment
- Draw
a plan of the layout/topology for the intended gameplay
- Build
a low-poly prototype of the environment
- Play
test the level as much as possible, using player feedback
to refine the gameplay and strategies
- Begin
lighting, adding details, and creating a great level of
polish in the environment
- Optimise
the scenes and assets for good performance on computers
and game consoles
- Work
through the publisher's database of bugs and issues
- Ship
it!
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idTech4
Video Game Reel
07
December 2009
This
short video is a sample of my work as a Lead Level Designer in the
video game industry.
[
more ]
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Video
game credits
Shipped
titles:
| [>]
Wolfenstein multiplayer |
2009 |
PC,
Xbox 360, PS3 |
Lead
Level Designer |
| [>]
Enemy Territory: Quake Wars |
2007 |
PC |
Lead
Level Designer |
| [>]
Doom 3 multiplayer |
2004 |
PC |
Senior
Level Designer |
| [>]
Wolfenstein: Enemy Territory |
2003 |
PC |
Level
Designer |
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WOLFENSTEIN
Lead
Level Designer (multiplayer)
Endrant Studios
With
much of the various tasks being shared amongst the design team,
I've chosen to focus here on presenting screenshots that showcase
my lighting work in the levels.
[
more ]
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ENEMY
TERRITORY: QUAKE WARS
Lead
Level Designer
Splash Damage
I was
involved in all aspects of level design including initial design,
terrain & architecture blockouts, environment art, lighting,
detailing, scene performance optimisations, multiplayer AI scripting,
and bug fixing.
[
more ]
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DOOM
3
Senior
Level Designer (multiplayer)
Splash Damage
My
role on the project saw me creating layouts, detailing, lighting,
scene performance optimisations, and bug fixing.
[
more ]
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WOLFENSTEIN:
ENEMY TERRITORY
Level
Designer
Splash Damage
I began
my professional level design career in the early part of 2002, joining
Splash Damage as a level designer on Wolf: ET.
[
more ]
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QUAKE
III ARENA
my
personal work
My
first taste of custom level design was with id Software's Quake
III Arena, a BSP brush-based engine. I created most of my levels
using the third-party tool, GTKRadiant.
[
more ]
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| Unreal
Engine 3 I
have spent a brief amount of time exploring the Unreal Tournament
3 Editor. So far I've enjoyed the terrain creation, ease of static
mesh usage, lighting, and am getting into the BSP creation ... it
straddles the line between a familiar brush-creation toolset and
a modeling package.
Epic
has recently released the free Unreal
Development Kit, a fully-featured version of the Unreal
Engine 3.
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[
click for full-size ^]
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Copyright
© 1999-2010 Mark Fry. All rights reserved.
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