Level Design Portfolio

The online portfolio of work for Gareth Ward

Short Autobiography

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A Short Autobiography

I started learning how to create custom content for the Quake game engine using the then editor, Worldcraft however due to being young, the maps created were simple in scope and overly ambitious for the limited skills I had. However I was enthusiastic and kept dabbling with the tool until Valve Softwares Half-Life was released.

As the game was based on the Quake engines and used an updated version of Worldcraft (renamed Hammer before the release of Half-Life 2), I spent more time in learning how to create maps. Now however as I was older, I was able to develop my skills in a sensible way and quickly learnt how to build maps for the multiplayer game type. Eventually I created a number of levels, that have since been lost to the sands of time, however with my growing passion I moved onto making custom maps for Team Fortress Classic (TFC).

During my time playing the game TFC, I became a regular player in the UK Team Fortress Classic League (UKTFCL) as part of a gaming clan. My enthusiasm for the game and the clan lead me to create training maps and eventually full Capture the Flag maps. This experience helped me learn and understand how to design a level through various iterations on paper before going to work with the editor and then to create levels in logical process.

At the time I started to create levels by first drawing out the blueprints on paper, amending them where I felt the gameplay needed to be improved, to aid flow through any given environment, a then moving to work within Valve Hammer. Once working within the editor I then learnt to create the whitebox before moving onto adding detail once the gameplay and texture set was decided.

Sadly due to a loss of a backup CD, I have only a number of maps remaining from my time mapping with the Hammer editorm however two are fully fledged CTF maps for TFC.

The last few maps I created for the Half-Life engine are very special to me. I gained my first professional contract, where I recieved payment for my skills, to create two maps at the request of a paying client. Although the maps are simple, they help show my early skills with the editor and the understanding of how to place interactive entities in logical positions.

The final map I created was a race course for the mod HLRally, although the mod is now defunct, I enjoyed creating the map simply due to the different challenges a race course provided compared to a standard FPS deathmatch arena.

By this time, Half-Life 2 was on the horizon but after using the tools before the official game release, I felt that they did not progress much further onwards from the past game. I decided to learn how to create maps for the newly released Doom 3 due to the new challenge of learning both a new editor, d3edit (an inbuilt version of GTKRadiant) and how to work with the new per-pixel lighting system.

After getting to grips with the basic D3Edit functions, I looked for a mod to work on and after looking at the countless “ductape” style mods I found a new startup called “Classic Doom 3″, founded in September 2005. Initially I was to recreate the map E1M4 from the original game within the Doom 3 engine. Everyone used the project as a way of learning how to create custom content, myself included, which gave the initial mod team a huge buzz for working on a new mod on a brand new game engine. Over time, the project founder, Kazahana, decided that he did not have enough time or motivation to continue working on Classic Doom 3, at which time I was nominated by the then team members to take over the role of project lead.

During my time as project lead I managed the development of Classic Doom 3 from a small, 3 level map pack into its current format which includes all 9 levels from the shareware release of Doom, a fully re-recorded soundtrack by Sonic Clang, custom coding to make Doom 3 function closer to the original, a brand new menu and a large number of other alterations.

Eventually I recreated E1M4, E1M8 and E1M9, along with promoting the mod to various magazines and news websites, hiring of staff, the day-to-day maintainence of the project webpage and the appointment of tasks and deadlines to team members.

Off the back of this mod and my other past experiences, I was hired to work for Climax UK, as a games designer, on an unreleased Playstation Portable Game. While there I learnt a whole host of new skills, development methods and gained a years experience working on a complex first person RPG.

Written by Gazz

October 7, 2008 at 8:39 pm

6 Responses

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  1. you’re autobiography is quite intriguing.
    I’m caught by the way that you have been experiencing the different methods that comes with making maps, and that you have such an wide knowledge of the different level editors.

    The fact that you have been making maps for 10 years (or more)
    makes me wonder of how much skills you posses.
    I’ve been making maps for about 2 years now, and I still haven’t figured out all the different things that’s possible to make.
    I’m absolutely amazed!

    Fred.

    Fred

    October 11, 2008 at 9:16 am

  2. When I look at it as having 10 years experience, its pretty daunting. I started playing around with worldcraft at the age of 13 or 14 but didn’t really start making maps until I was 16 and I am now 26 years old.

    I feel confident that I can create anything I am asked to do that is possible within the editors but there are always creative ways to work within the limitations that appear in some of the better custom levels for games such as CS:S.

    What I found to be the most important thing is to learn all of the tools inside out within a given editor, and then to be able to think logically about how they are used together to create a single geometric detail within a map. For example, say you want to create a curved road out of a brush, you need to know how to combine your knowledge of simple brush making, vertex manipulation and perhaps a bit of the clipping tool depending on the degree of bend in the road. Then you also need to learn how to place a texture and rotate it.

    It sounds like a lot to do, but when you break it all down into its individual, logical components, the editor makes it very easy to do. Once you get your head around slowing things down, to build in whatever the logical sequence may be for that particular geometric detail then you’ll be able to build anything.

    When I start to work on something that is complex, I tend to visualise the object, then break it down into its individual components in my head before building it. I think that might be something that comes with experience though. Anyway, I hope you get something out of all this as its always nice to know something I have learn’t can be passed onto others to help them improve their skills.

    gazado

    October 11, 2008 at 9:35 am

  3. hi, its callum, the one doing work experience with you at the moment, i hope to get as far as you have and will do similar to what you did.

    callum

    July 17, 2010 at 8:25 pm

  4. Thanks for commenting! If you need any help or have any design-related questions I’ll gladly point you in the right direction.

    I’d recommend getting a good standard education in a transferable area. For me, that was obtaining a BSC (Hons) in Computing, but I made it transferable to games design/development through focusing my 3rd year dissertation/project on the Doom 3 scripting language with a bit of level design.

    Your own route will be different to play to your strengths but I’d always recommend doing a worthwhile degree or similar that is not focused solely on a single subject (EG Games Design degree or similar – unless you can get to one of the big universities that are known for producing good game developer graduates).

    gazado

    July 18, 2010 at 4:58 pm

  5. thanks, will do, if i ever need help i will contact you

    callum

    July 19, 2010 at 12:15 pm

  6. hi, you should get my email from this comment, can you add me on email, i lost yours lol, so if you could add me on msn cheers

    callum

    August 3, 2010 at 10:24 pm


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