Source Engine Level Design

As a lifelong PC games-enjoyer my first taste of game design was in the Hammer: World Editor for the Source Engine. Playing custom deathmatch and surf maps in Counter Strike: Source was where the idea of making my own content first seemed approachable. The standards for maps on community servers were considerably lower than they are now and some of the most popular custom maps where bland square arenas of dirt or snow, couldn’t be too hard to create something like that, should it? I went on to make my own deathmatch and scouts’n’knives maps for CS:S, then simple single player maps for Half-Life 2 and eventually back to multiplayer maps for Team Fortress 2 and Counter Strike.

While many of these projects never saw community forums or even light of day outside this portfolio, these works were the foundation for my development and experimentation in game design. From Hammers , I went on to work with other 3d modelling software, 3DS Max (briefly) and Blender and I went on to other development environments including Game Maker Studio, Unity and Godot.