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CELTECH
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2
TOTAL
CONVERSION
GAME DESIGNER
/ LEVEL DESIGNER - DEV
TIME: 5 MONTHS
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SCREENSHOTS |
TRAILER |
DOCUMENTATION |
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(10 SCREENSHOTS) |
(37.6 MB - .WMV) |
(GAME DESIGN - .DOC - 2.62 MB) |
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Before
assuming the position of Game Designer I was the Lead Level Designer and
was in charge of "The Dark Forest". Above are some screenshots of
"The Dark Forest", a trailer I put together for the game using premiere,
and the game design document I updated throughout the project. You
can download the game from Eclipse website at
www.eclipsegame.com. |
"jbrowne_TownSquare" - ENGINE:
CALL OF DUTY
- CoD SINGLE PLAYER LEVEL
LEVEL DESIGNER
/ SCRIPTER - DEV TIME:
3 1/2 WEEKS
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SCREENSHOTS |
Demo
Video |
MAP
DOWNLOAD |
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(12 SCREENSHOTS) |
(99.4 MB - .WMV) |
(3.8 MB - .zip) |
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This is a single player map that features around 10 minutes of gameplay.
It is the player's objective to clear the town of German soldiers
thought to be occupying it and then hold it until reinforcements arrive.
I worked on it here and there for about three and a half weeks, trying to cram
it in between my other two projects for school. I'm really happy
with the way it came out given the short amount of time I spent on it.
Above are some screenshots of the level, a demo video, and a zip file containing
the pk3 file. Just put the pk3 file into
your Call of Duty\Main folder. The map can be played in both CoD
SP and CoD UO SP. But some key sounds do not play while playing it
in UO so the level of difficulty increases dramatically - consider
yourself warned :) |
DARK TERRITORY
- BY TREBUCHET GAMES
- UNREAL 2K4 MOD
TEAM LEAD
/ LEVEL DESIGNER - DEV
TIME: 2.5 MONTHS
Winner in the NVIDIA "Make Something Unreal Contest" educational category
(Honorable Mention in the FPS category)
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SCREENSHOTS
(FALSE
HOPE
DAY) |
SCREENSHOTS
(FALSE HOPE NIGHT) |
TRAILER |
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(9 SCREENSHOTS) |
(6 SCREENSHOTS) |
(18.2 MB - .WMV) |
Dark Territory adds strategic depth
and medieval siege warfare flavor to an intense first person shooter gaming
experience. Multiple player classes, siege weapons such as catapults and
ballistae, and resource management all contribute to a more complex and
interesting game than the average multiplayer mod. Above are some
screenshots of the two levels I built (False Hope - Day and False Hope - Night).
You can also check out the intro I created using Unreal's machinima
tools.
About
the Maps:
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False Hope (Day) - The
environment of False Hope (Day) is based on reference photos of the Scottish
Landscape. Lush green grasses cover the open fields while tall pines make
up the thick forests. Jagged rocks are scattered about the open fields and
provide cover for players. A village sits on a small plateau that is only
accessible by two dirt roads. The huts in the village are relatively
small. They are constructed with large, grey stones and a thatched roof.
Two wooden watchtowers overlook the village from the north. |
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False Hope (Night) - It is early evening and a
fog has rolled in, obscuring the distant land. The Defending Griffons
light torches along the main road in hopes of detecting enemy movement.
The Attacking Dragons gear up for a battle to retake their village once and for
all and this time they have the cover of darkness. The Griffons prepare
for the final assault knowing full well that the Dragons are going to attack
tonight. |
RATHE OF THE
WOLF - BY HEP GAMES -
FAKK 2 TOTAL CONVERSION
GAME DESIGNER
/ LEVEL DESIGNER - DEV
TIME: 5 MONTHS
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SCREENSHOTS
(THE
MINES) |
SCREENSHOTS
(BARBADOS) |
TRAILER |
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(9 SCREENSHOTS) |
(8 SCREENSHOTS) |
(49.2 MB - .WMV) |
Rathe of the Wolf is a
third-person action adventure pirate game. Trained by Her Majesty's Secret
Service to uncover the secrets of foreign government, Morgan Rathe must stop the
Spanish from finding a powerful ancient artifact before they can use its power
to rule the seas. Above are screenshots of the two levels I built (The
Mines and Barbados in the Moonlight) as well as the trailer for the game
About
the Maps:
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The Mines - This level takes
place in a Spanish mine. The player must navigate through the mine
in search of a relic that the Spanish are trying to get to. The
last half of the level features an exciting ride through the mines on a
mine cart (which was a challenge nonetheless using Fakk2 scripting). |
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Barbados in the Moonlight - This
level never made it into the game unfortunately. About halfway
through production I decided I really wanted to devote most of my time
to make the Mine level a memorable moment in the game. So, I made
the very hard decision to stop working on "Barbados in the Moonlight".
It was a good lesson in level design - "Don't get married to your work".
Sometimes you want to do something, but don't have the time. So,
the screenshots you see are of a level that had about a month's work on
it. |
"THE WATER
PLANT" - ENGINE: FAKK 2 /QUAKE3
LEVEL DESIGNER
/ SCRIPTER - DEV TIME:
3 MONTHS
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SCREENSHOTS |
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(9 SCREENSHOTS) |
About the Map:
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Julie must make her way to the town's water plant to investigate
a report about enemy activity in the area. This was an assignment given to
the level designers. We were given a level design document and
told to make into "something cool". It was a great assignment - we
got to see everyone's interpretation of the same level design document.
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JAYDEN'S TIME - ENGINE:
FAKK 2 /QUAKE3
SCRIPTER
/ LEVEL DESIGNER - DEV
TIME: 3 MONTHS
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SCREENSHOTS |
CINEMATIC |
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(9 SCREENSHOTS) |
(52.1 MB - .WMV) |
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Jayden's
Time is a 15 minute scripted cinematic focusing on intense action
sequences accompanied by fast-paced music. This Matrix-style cinematic
incorporates "bullet time" into many of the action scenes. I had
a lot of fun with this cinematic - trying to make FAKK 2 do what is
wasn't intended to do through scripting. Above are some sreenshots
as well as the cinematic captured with fraps. |
THE ENCHANTED
FOREST - A 2D PLATFORMER
GAME DESIGNER
/ LEVEL DESIGNER - DEV
TIME: 2.5 MONTHS
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SCREENSHOTS |
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(3 SCREENSHOTS) |
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The
Enchanted Forest is a Side-Scrolling Action Adventure in which
a farm boy named William must drive back the evil that has taken over the land.
I worked with an artist on this 2D platformer using the Scrolling Game
Development Kit.
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Copyright © 2005 by Jeff Browne. All rights reserved.
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