Personal projects
Here you will find a selection of my personal projects that I have completed in my free time and during my degree, to enhance my existing skills and experience with different gameplay styles. Browse through my work and feel free to contact me if you have any questions or would like to collaborate on a project.
Watchtower
Map description:
I created this Far Cry 5 Arcade map to learn how to use the editor and improve my first person shooter Level Design skill.
My aims:
My main aim for this map was to practice using the Far Cry 5 Arcade editor and create an organic style map. I also wanted to develop my set dressing skills.
Engine:
Far Cry 5 Arcade - PC
Platform:
PC
Level breakdown:

Nato

Map description:
This CS:GO defuse map was designed and created as part of a University submission in 2019.
My aims:
My main aim for this map to promote game play styles associated with CS:GO.
I used the Four-square method to start designing this map, I then researched how existing CS:GO maps are successful and applied my learning to my own map.
Engine:
CS:GO SDK Hammer
Platform:
PC
Level Breakdown:

I created three main paths from each side for the teams to use as I found that this is common in other CS:GO maps. More main paths would make the map confusing or take too much time for the players to navigate the map or gain backup.
I then created five alternative routes. This reduced the predictability of the player movement making the game more enjoyable. It also gives the players a choice to take different routes and experiment with different tactics.
I created four connecting paths between these routes. These gave the player a chance to quickly change paths. For a fast paced game I felt that it was important that the player does not need to walk backwards to change direction as the game plan for each team could change quickly.
These symbols represent the Terrorist and Counter Terrorist teams that are found in the game. This map is CT sided, this means that the CT team will reach the bomb sites before the T players, to balance this I created long site lines along the B site and the mid location for the T players to seize before deciding on a bomb site.


These areas are two of the choke points leading up to the bomb sites. I kept the choke points to a small amount on this map as I there are only 5 players per side on a professional team, if I created too many choke points there would be too many areas to monitor.
This is the mid section. This area was designed to enable the teams to change tactics and move around the map. It also provides an area for one team to try to claim.
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These are the bombsites on the map. They are on different sides so that they cannot be covered from the same position. They are not too far away from each other as I wanted to enable the T players to move between them quickly as this is important if they find that one bomb site is too heavily defended. It is also important that the CT side can move between them quickly when they discover where the bomb has been planted.
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