Siege

Whiteboard Step: Setting Design Goals for Siege The original vision of Siege was to create a game mode that offered shorter matches and less complexity than Conquest. As with the majority of my levels, I started my design process on my whiteboard and outlined features that were desired: matches should, on average, be 25-35 minutes have Read More

Global Agenda

I wore many map-making hats during Global Agenda’s development process. While I did get a chance to make a few original PvP maps- most notably Toxicity- much of my time was spent improving existing PvP and PvE maps: adding alternate ways to access points, adding more cover from enemy fire, making lighting adjustments and optimizations, Read More

Assault

The development of this map began when many of our streamers started making rules and hosting “All Random, All Mid” matches using Smite’s regular Conquest map. This player-driven mode had a few simple rules: players could only travel the center lane- no jungle or side lanes; once a player left the spawn area, then the Read More

Jungle Practice Map

This practice mode for SMITE allows player to try item builds and practice abilities- either solo or with a team- against the enemies found in the Conquest game mode. This includes a number of buff camps, practice minion waves, and enemy AI gods. Similar to how the Tutorial was developed, I used a radial plan Read More

CTF- Canyon Crusade Revival

Canyon Crusade Revival Responsibilities: –Make viable ports of the classic Tribes CTF map Canyon Crusade. Adapt the original layout and heightmap to suit Tribes Ascend’s physics and mechanics –Layout and blocking of flag stand, bases, and surrounding cover. Spawn placement, set dressing, fog adjustment, lighting, post process, bug fixes CCR Adaptation Process: Canyon Crusade was Read More

Team Death Match Maps

Responsibilities: –Level design and layout, blocking out initial play space, inventory station and spawn placement, set dressing, bug fixes. TDM Creation Process: Much like when I develop arena maps, I tend to already know what art set I’ll be using when creating a new Team Deathmatch Map for Tribes. Our TDM and Arena maps complement Read More

Arena Maps

Responsibilities: –Level design and layout, blocking out initial play space, inventory station and spawn placement, set dressing, bug fixes. –Make viable ports of classic Tribes arena maps, and adapt them to fit Ascend’s mechanics and style.   Arena Creation Process: Frequently when I am developing arena maps, I already know what art set to use. Read More