Robin-Yann Storm, & Tools Designer
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DE_MEAT

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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.

The map can be downloaded here.

Notable accomplishments
  • Built a fully functioning 5 vs 5 competitive map
  • Achieved 16,000 subscribers and a 5 star rating on the steam workshop
  • Built a new map theme from the ground up
  • Took and used feedback from a large amount of playtesters
  • Organized and managed multiple artists with varying skill levels
  • Edited custom textures and their shaders for in-game use
  • Created collision models and put together entity setups that made it possible for the hanging meat to swing when it's shot
Learning points
  • Posting on reddit at the right time can create a lot of views from both EU and US players
  • Have a unique funny element in the map, such as meat that swings when it's shot, because it creates buzz
  • Have no fear of making large adjustments, if they fit within the production timeline
  • One-on-one feedback sessions can give critical information that is very valuable, but is also the most time consuming to gather, so making sure they are held with the right players is paramount
Back to the Portfolio page
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E-mail

RobinYannStorm@gmail.com

Twitter

@RYStorm
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