My Level Design Story

My passion for level design started at the age of 11 in 1999, I had discovered Age of Empires 2: Age of Kings and a year later, Command and Conquer Red Alert 2. Both games featuring map editors with a rich feature set for its time. These games became my creative outlet as they provided me with the resources to design maps that could be played online against other players.

A couple of years later in 2002 Timesplitters 2 on the Playstation 2 had been released, and it wasn't long before I discovered the Mapmaker. During the majortiy of my time I would be using the Mapmaker to create levels that I would put on the Playstation 2's memory card, take to my friends houses and have them play it.

As I had previousally played Delta Force 2 and Land Warrior, getting a brand new AMD Athlon 64 and the PC the release of Delta Force Black Hawk Down by Novalogic came about in 2003 which took my Level Design passion to new heights. I began to notice there were a lot of custom maps which didn't take long for me to discover that there was a Mission Editor, which gave people the ability to create maps and enabled me really explore my passion for Level Design.

The Mission editor was a turning point for me within Level Design, As I was able to place structures and objects, create waypoints, environmental features and more.

During the time playing Black Hawk Down I had joined a clan which regularly had competitive matches against other clans. This is where I discovered that I could utilise the skills I had learnt and have the maps I had created, played by what seemed like a lot of players. This led me to further learning Web Design so that I was able to create a website that provided players with a central place to download the maps I had created.

For many years this trend continued, where games that had map editors available, I would instead of playing the games, spend my time making levels for them. This included games such as; Counter Stike SourceNever Winter Nights 2, Far Cry 2 and more.

Throughout the years I had discovered Game Engines that enabled me to create entire games that required no programming knowledge. This was perfect as they enabled me to bring my visions to life without the need to learn programming, which at the time, resources to do so were lacking.

Fastforward to 2009, Epic Games had Released their Unreal Development Kit (UDK) and this is where my journey with Unreal Engine began. I started to tinker with and explore UDK for a few years, until part of the way through college where I had been studying a for a Music Technology qualification as a result of working in the music industry for 3 years prior. Despite all the years and experience in Level Design I still hadn't discovered that there were jobs in the Games Industry designing Levels, as a result I continued my studies within Music Technology and took a hiatus from Level Design.

In 2012 I began my university studying for a Foundation Degree in Music Technology, using software such as Cubase, Pro Tools, FMOD and recording Foley. However it was during this year upon receving my student loan, I had purchased myself a high end computer for the sole purpose of making and playing games. As a result of this I was questioned by Friends, Lecturers and industry professionals as to why I had made the decision to continue on a Music Course when my passion had always been Games. Towards the end of the year I had been introduced to the Gaming Course at the very same place I was taking my Music Course, Confetti Institute of Creative Technologies.

In 2013 I completed my first year of University within Music Technology and made the transition to Games Technology course for a Foundation Degree, which was due to start later in 2013. 2016 Came and went, I had achieved my Batchelor's Degree, BSc (Hons) in Games Technology, in which I learnt to futher use Engines Such as CryEngine, Unreal Engine 4, 3D Modelling within Autodesk 3DS Max, Maya and Blender.

Since obtaining my Degree, I began working as a Quality assurance tester on Brimstone Brawlers, Abandon Ship, Overcrowd, then as a Level Designer on Mankind Reborn.

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