Categories
Model

Amphibious Snowglider “TPV”

"Classic" Livery
"Airliner" Livery
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Categories
Model

European Transporter “CET”

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Categories
Model

Shuttle Orbiter “STS”

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Categories
Model

Electric Guitar “Pacifica”

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Categories
Level Design

Sealed

Introduction

So, here’s Level 1 for you. In every level, we’ve got a player character at the bottom left and a level goal on the top right. Most important is, though, what’s between the two elements: The area that the player traverses across, which appears to be tiled into quadratic fields.

The player traverses the levels tile by tile upon given input.

Voila! Once we’ve reached the level goal, we get to play the next level.

The level is completed once the player has successfully reached the level’s goal.

Door Stuck

And would you look at that, we find the finish line of Level 2 is obstructed by a locked door. But there is a tile that looks different than the others. Stepping onto it, the door opens for the player, but closes immediately after stepping off. It appears that leaving something behind on this pressure plate might keep the door open just fine for the player to pass through it, right?

Doors open when their corresponding button interacts with another gameplay element.

Core & Key

But here’s the clou: The player hasn’t got anything to put onto this pressure plate. There is no inventory, no object in the environment to push. All the player has is their ability to move into four directions. Let’s sacrifice a walking direction for the door staying open in return and carefully plan our path to the finish under these new circumstances.

            The player can trigger a button continuously by giving up one of their four movement directions.

And that’s it! Later on, the player will encounter other elements using the same mechanic, such as light-beams and teleportation-fields, which adds to the complex strategic thinking that players will have to adopt.

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Categories
Level Design

Dockyard

Risky Business

The level has been created around its central feature: Risk & Reward. It is up to the attacking team: Going conventinally slow and stealthy – or: making a risky leap towards an elevated advantageous position with good look over the level.

Unique all around

The level features a variety of never-seen-before applied level design decisions and extremeley saturates the risk-reward principle rarely seen in common levels.

Pace

The level’s fast-paced design is a real party piece to players. Dockyard stands as one of my most popular levels I have created when it comes to gameplay.

Categories
Level Design

Hygge

Layout

The goal of this project was to create a completely unique and fresh map layout for players to enjoy without re-inventing the wheel. This resulted in a ‘baseball’-esque design, that substantially contrasts with the classic ‘four-square’ layout, encouraging players to develop new strategies never seen before – providing fun gameplay to both teams at any given time.

Background

Numerous connections lead to their desired destination, granting players exquisite rotation times among both sites. As Mid-control fundamentally gives teams dominance  over A and B, intense battles along with ever changing combat situations often stage themselves in this area. It’s a place of organised chaos.   

Background

Hygge’s theme is inspired by one of my trips to Denmark – a country so diverse in every aspect of ways of living.

Categories
Level Design

Cosmodrome

Design Approach

Cosmodromes approach of development was to take rotation timings and overall pace of the game as a benchmark, yet to entirely scrap the conventional “3-lane-layout” (2-1-2), using heatmaps, statistics and player feedback further provide insight into possible exploits and chokepoints.

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