First Person Shooters

Half Life - PC

 

Design

 

- The links to the right will take you through various levels that I'd created for Half Life from the Black Mesa Research Facilities to the alien world of Xen. The deleted scenes section represents just a few of the earliest prototyping efforts that would ultimately help define the type of game that would become Half Life.

 

 

Production Notes

 

- The level designers on Half Life were responsible for designing, scripting, texturing and lighting the levels for the game. The textures were created largely by a single artist and applied by the designers. This was a very common production pipeline for the "Quake style" games at the time.

 

- Levels in Half Life were relatively linear in structure with only few exceptions. This format lent itself very well to story development and helped provide a strong sense of forward progression. The linear format also supported the numerous scripted events by focusing the player's movement into a particular area or direction.

 

 

Other FPS levels

 

- Doom editing is where level design really began for me. It didn't just stop at the levels either. I'd written numerous music tracks and edited sound and graphics as well. Here's a link to some of the Doom levels I'd started very early on, when the first public Doom editor, DEU, came into existence. Many thanks to Raphael Quinet!

 

- I've also done a considerable amount of editing for Quake, Heretic, and Hexen. I'll probably post some of those images in the future.

 

 


Research Facilities


Topside


Xen


Multiplayer


Deleted Scenes


View as Gallery