
A festive reimagining of Valve's Sawmill. For this project, I wanted to see if it would be viable to have a larger team of modders working together on a level. This was a good project to experiment with because it was mostly an art pass with little in the way of design decisions. I knew that people wouldn't get stuck butting heads on complicated gameplay problems. The experiment turned out to be a success with everyone making meaningful contributions regardless of the different skill levels within the team.


Initially designed as a control point map for competitive play, Vanguard was an attempt at making a map focused on fast paced gameplay. The design of the map allows it to perform nicely in public play as well as in competitive environments. The goal was to make a map that rewards aggressive gameplay and good positioning. The result is a fast paced and punishing map that often results in a great back and forth game between the opposing teams.



Hadal is the result of a collaboration with another talented level designer. It was interesting to have a project where we would share all the design responsibilities and ultimately, I feel like the level has benefited from it. It was also a great opportunity to prototype a new workflow in the level editor that allowed for a better integration of version control technologies with the project. Hadal lays the foundation and serves as a proof of concept for future collaborations in the source engine. There are many factors at play, but I'm happy to be able to say that hadal was part of making the modding community more mature.

