DE_MEAT
Year: 2015
Game: Counter Strike: Global Offensive
Timeframe: 5 months, part time
System: PC, with the Source Engine
Responsibilities: I was the producer and level designer for this map. The map uses both CSGO and custom assets. Arie Gijsenbergh helped with the early leveldesign, and the art pass. Multiple custom art assets were made by me, and 4 other artists: Rachel van der Meer, Ian van der Mijn, Emily Cheung and Senzo van Gastel. I organized and oversaw most of the testing, and managed the artists to create content for the map.
Skills/Software used: Hammer BSPs for level geometry. 3Ds Max for modelling and texturing. Photoshop for editing textures. VTFEdit for shader editing.
Created content: One 5 vs 5 competitive CSGO map, that can also be played 10v10 and in Deathmatch, and custom textures such as walls and floors.
Game: Counter Strike: Global Offensive
Timeframe: 5 months, part time
System: PC, with the Source Engine
Responsibilities: I was the producer and level designer for this map. The map uses both CSGO and custom assets. Arie Gijsenbergh helped with the early leveldesign, and the art pass. Multiple custom art assets were made by me, and 4 other artists: Rachel van der Meer, Ian van der Mijn, Emily Cheung and Senzo van Gastel. I organized and oversaw most of the testing, and managed the artists to create content for the map.
Skills/Software used: Hammer BSPs for level geometry. 3Ds Max for modelling and texturing. Photoshop for editing textures. VTFEdit for shader editing.
Created content: One 5 vs 5 competitive CSGO map, that can also be played 10v10 and in Deathmatch, and custom textures such as walls and floors.
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