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ECLIPSE - BY CELTECH STUDIOS - HALF-LIFE 2 TOTAL CONVERSION

GAME DESIGNER / LEVEL DESIGNER - DEV TIME: 5 MONTHS

 

SCREENSHOTS TRAILER DOCUMENTATION

 

(10 SCREENSHOTS) (37.6 MB - .WMV) (GAME DESIGN - .DOC - 2.62 MB)

 

  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

 

SCREENSHOTS Demo Video MAP DOWNLOAD
(12 SCREENSHOTS) (99.4 MB - .WMV) (3.8 MB - .zip)

 

  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)

 

SCREENSHOTS (FALSE HOPE DAY) SCREENSHOTS (FALSE HOPE NIGHT) TRAILER

 

(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:

  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.

 

  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

 

SCREENSHOTS (THE MINES) SCREENSHOTS (BARBADOS) TRAILER

(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:

  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).

 

  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

 

SCREENSHOTS
(9 SCREENSHOTS)

About the Map:

 

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.

 


JAYDEN'S TIME - ENGINE: FAKK 2 /QUAKE3

SCRIPTER / LEVEL DESIGNER - DEV TIME: 3 MONTHS

 

SCREENSHOTS CINEMATIC
(9 SCREENSHOTS) (52.1 MB - .WMV)

 

  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

 

SCREENSHOTS
(3 SCREENSHOTS)

 

 

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.

 

 


Copyright © 2005 by Jeff Browne. All rights reserved.