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process Archive

  • 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 […]

    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 […]

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  • The map design process at HiRez is pretty fluid and iterative, especially with Smite’s development. We’ve seen a lot of art and gameplay updates across the board, from UI to […]

    Evolution of SMITE Tutorial

    The map design process at HiRez is pretty fluid and iterative, especially with Smite’s development. We’ve seen a lot of art and gameplay updates across the board, from UI to […]

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  • This post was pretty spread-out, so I apologize in advance for ramblings. There was a comment on the old HiRez forums from a player that I loved so much, I […]

    3- Terrains in Tribes:Ascend

    This post was pretty spread-out, so I apologize in advance for ramblings. There was a comment on the old HiRez forums from a player that I loved so much, I […]

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  • If you’re reading this and the post-date is not Thursday, August 15th… woohoo! I’ve figured out how to set updates to publish later! (I am currently on vacation until the 26th, […]

    2- Arena Under The Hill: Ports & Scrapping Layouts

    If you’re reading this and the post-date is not Thursday, August 15th… woohoo! I’ve figured out how to set updates to publish later! (I am currently on vacation until the 26th, […]

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  • 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 […]

    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 […]

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  • 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 […]

    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 […]

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  • 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 […]

    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 […]

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  • 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 […]

    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 […]

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  • 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 […]

    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 […]

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  • 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 […]

    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 […]

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