Half-Life

With Half-Life's release, a passing interest in level design turned into a full-on addiction. While I originally cursed this strange "Valve Software" for buying Worldcraft, by the time the game shipped I eagerly jumped back into familiar software and began dabbling.

I finally finished a map for the first time in 1999 for a LAN party with some of my friends, but it wasn't until shortly after I graduated from high school in 2001 that I hit the ground running and started down the path that would eventually see me working professionally.

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Harsh Mistress was included as an official track in Half-Life Rally 1.0.

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Created for a 'contrasting themes' competition at the Snark Pit, Odin's Guard brought home first place in the user-voting category.

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Simon 'sock' O'Callaghan's Techno texture set for Quake III sparked the inspiration for this level in a drastic departure from my usual style.

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I consider Valor one of my strongest Half-Life levels, and an important landmark where I began to understand layouts much better.

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Repair Bay 4 has been considered one of my strongest levels for Half-Life.

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While not my first level released for Half-Life nor my strongest, Sector A jump-started a slew of releases from 2001-2002 and caused significant growth in my level design ability.

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