ALEX MACDONALD
LEVEL/GAME DESIGNER
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Team Fortress 2 Level
Designing and building a multiplayer map for the class-based shooter Team Fortress 2 using the Hammer editor.


Scroll down for some process work!


Here I am, getting some feedback!

One of our playtest stations, our game runs on many different platforms/controllers.
Here are some relevant pics.
Process Work
Getting Started
The team and I started by writing out our preliminary documentation. This included a project plan, risk management plan, and a team charter. This got the whole team on the same page, gave us something to refer back to in any event, and helped us begin scoping.


Team Charter + Risk Management
Project Plan
The next step was designing the proof of concept.
Since I am working with multiple other level designers, I proposed a plan to divide the work amongst ourselves. We divided the level up by number of rooms and assigned an equal amount to each designer. Each designer has a quadrant in Unity to build in. We started listing the metrics of the level as to stay consistent across our work.


Test, test test.
Once the greyboxing was done and some more tweaks, the first major build was completed. I got as many playtesters as I could, started taking notes, and generating data. This gave me a clear direction to move towards.
Preparing the Minimum Viable Product

After some feedback from our proof of concept, I got to work on developing a new level for our minimum viable product. After some quick concepting, I started greyboxing.

Coming soon...
I am currently doing iteration after iteration on my greybox and developing it for the upcoming Alpha build. As I work on this, some new sound effects, as well as developing a new and improved combat system for our game, there is a lot on the way...