I have made a range of levels for Half-Life 2. My current project is a level where a teleportation experiment goes wrong and the player must escape the ruins of a wharf district while the combine closes in on them.
After paper tests, rapidly developed whiteboxes and adapted their designs to playtests.
Scripted a range of sequences including an intro cinematic and boss chase.
Drafted three "Beautiful Corners" to outline the distinct area styles.
Optimized environments with Vis leafs and other culling methods.