Game Design

Throughout my journey in game design, I've created 40+ in-depth tutorials for Unreal Tournament's UnrealScript, helping others explore the world of game modding and development. Beyond tutorials, I've designed and implemented over 300 unique monsters, each bringing fresh challenges and excitement to gameplay. My work also includes half a dozen meticulously crafted maps, more than 30 custom game mods, and even an entirely new game type — all of which continue to be enjoyed by players within the gaming community. Seeing these creations remain popular and inspire others is incredibly rewarding and fuels my passion for game design even further!

cube maps

what are cube maps?

Cube maps are a type of texture used in 3D graphics, commonly for creating skyboxes in games. A cube map consists of six square images arranged like the sides of a cube, each representing a different direction: front, back, left, right, top, and bottom. When applied as a skybox, the cube map surrounds the player's viewpoint, creating the illusion of an expansive environment, such as a vast sky, distant mountains, or outer space.

In-game effects & 3D modeling

unreal editor material combiner screenshot

"Burn away" effect using a Combiner and an animated alpha channel.

animated image demonstrating a disintegration effect

"Burn away" effect end result.

3ds max box modeling outline screenshot

Making 'Shub-Niggurath' - box modeling outline.

3ds max box modeling screenshot

Making 'Shub-Niggurath' - box modeling 3D.

3ds max skeletal rigging screenshot

Making 'Shub-Niggurath' - skeleton rigging.

3ds max bone weight screenshot

Making 'Shub-Niggurath' - tweaking bone weights.

3ds max uvw unwrapping screenshot

Making 'Shub-Niggurath' - UVW unwrapping.

in game renders of 3d monster Shub-Niggurath from the Quake game

Do you recognise this end game boss?

concepts to in-game mockups

Level>Nidor

I imagined a hostile alien landscape with strange protruding organic vents. The atmosphere is gaseous with drifting bubbles consisting of a slick oil like substance - toxic to any unsuspecting players that get too close.

Tendrils erupt from the strange new plant life, alive and moving, as if searching for new places to lay down roots.The atmosphere is sprinkled with sparks of dust, toxic if breathed in for too long. The landscape shows signs of past caretakers in the form of ancient stone pathways, now overgrown with vegetation and showing signs of erosion.

Nidor level concept art
Nidor assets
Nidor in game screenshot
Nidor in game screenshot

Level>Thuliac

Thuliac level concept art

This map takes place on a planet tormented by sharp angular crystal like protrusions. The huge crystal structures erupt from the ground, providing some cover for the combatants in this eerie arena.

The planet is cold and the deep blue/grey, almost metallic crystals, seem to reflect off the atmosphere. The arena floor consists of another geometric structure - hexagon shaped pathways, broken in places. Other ornamental structures are visible, resembling a sort of offering site to the ancients of the past.

Thuliac in game screenshot
Thuliac in game screenshot
Thuliac texture example

Level>Adyion

A tropical alien planet is the location for this arena. Clouded in what seems like eternal night, most of the light sources are emitted from the various types of organisms found here.

The centre-piece of the arena is a volcanic vent structure, except instead of lava, it erupts bursts of purple steam. Looking closely at the vents it can be seen they are physically connected to some of the light emitting tendrils - are the tendrils attracting something to them, or are they a warning? The vents appear to be a form of organic terra-forming, clouding the atmosphere in a purple haze.

Adyion level concept art
Adyion in game screenshot
Adyion in game screenshot
Adyion in game screenshot

Level>Tecta

Mayan level concept art

A lost colony of an anicent race, drifting alone through space. It is quiet here, footsteps echo through the corridors. Only the hum of the engines, now idle, can be heard. Tetrapods are a central feature of this arena, placed with purpose but seemingly concentrated around the ship's power source.

It's unclear what happened to the people that built this structure. However, they left behind engravings, pottery and other stoneware, some of which show signs of a Mayan influence. How did they get here?

Mayan level in game screenshot
Mayan level in game screenshot
Mayan level in game screenshot

Level>Shinae

I wanted the players to feel like they were exploring an ancient elvin-like landscape. Plant life is everywhere, overgrown and wild - pitcher plants, ferns and other plants grow spiralling, billowing upward. The sounds of birds and insects fill the air, this is a peaceful place... when combatants aren't competing in a deathmatch.

Ancient obelisks, some floating, hint of a lost story - perhaps explaining why this garden is slowly being reclaimed by nature.

Shinae level concept art
Shinae level in game screenshot
Shinae level in game screenshot
Shinae level in game screenshot

Level>Chasmo

Chasmo level concept art

Feeding my love of monsters, any demonic creature would feel at home in this level. Heat permiates the arena, a deep red atmosphere is welcoming to any monster that decides to vacate here. Thick orange-pink worms protrude from growths on the arena walls, which themselves seem to undulate as if the entire thing is alive.

Deep pink orbs resembling eggs can be seen sprouting. It is speculated these are a food source for something larger, yet unseen. The planet has a dark forboding moon in orbit, perhaps the next destination for the winner of this arena fight.

Chasmo level in game screenshot
Chasmo level in game screenshot
Chasmo moon art