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Level Designer - Wolfenstein Multiplayer
Endrant Studios - Idtech4

www.wolfenstein.com

Endrant Studios was commissioned by Activision to finish production on the Multiplayer component of the new Wolfenstein game. I worked as a Level Designer on the project and as a team our task was to improve upon a set of already exisiting levels (created by Threewave Software) making game play alterations, visual and optimization changes.

We worked closely with Activision, Raven and Id Software, carrying out any additions or alterations they requested of us.
I had a great time working at Endrant Studios on the project and enjoyed leaning and working with the Radient level editor.

Below are the current officially released press images for Wolfenstein Multiplayer.

Project duration - (2008 - 2009)

Wolfenstein Wolfenstein Wolfenstein
Wolfenstein Wolfenstein Wolfenstein

CP_Busytown
Personal work - Source Engine

Download CP_Busytown

Busytown is a gameplay and visual update to my very popular TF2 map - cp_lazytown. Originally intended as a simple test map and created in one evening, Lazytown would go on to become the first custom map released for Team Fortress 2. Recently voted the #2 custom map for the game by PC Gamer, Lazytown continues to be widely played to this day - with several dedicated servers to its name.

The new level includes much greater detail as well as additional game play routes to help the flow of battle. I also created some custom models to add some additional interest to the environment, make the level look more unique and also improve my modelling skills in the process. If the success of Lazytown is anything to go by I am confident that the level will be widely enjoyed.

Build time - 2.5 months

CP_Busytown CP_Busytown CP_Busytown
CP_Busytown CP_Busytown CP_Busytown
CP_Busytown CP_Busytown CP_Busytown
CP_Busytown CP_Busytown CP_Busytown

Level Designer - Deep 6
Leaping Lizard Software - Source Engine

www.deep6game.com

Deep6 is an online multiplayer game that pits two teams, the Axis and the Allies, against one another in large underwater battles. Players pilot fictional WW2 underwater battle craft in an effort to beat the other team and become the victor in a variety of game modes. Gameplay is reminisant of the classic game Descent, with players having total 360 degree control over their ships, meaning battles can occour sideways and upside down, any direction in fact, giving a whole new element of strategy to the gameplay environments.

My role on the project was as a level designer and it was my task to design and create a selection of fun underwater environments. In all I worked on 6 main levels for the game as well as creating several other concepts for other level designers to follow. I also created a selection of environment models with which to populate them.

Project duration - 8 months (2007 - 2008)

DM_Coexistence
Personal work- Source Engine

Coex was my entry into a multiplayer level design contest on Mapcore.net.

The contest was to try and create a playable deathmatch level for Half-life 2 within strict size and time limits. I feel I rose to the challenge of the size limit with this level but that, due to my decision to have the level take place outdoors and also to contain ‘dead space’ in the centre, the gameplay suffered as a result. The map is still perfectly playable but the rooms in the apartments, for the most part, are essentially one way in and out. In retrospect, connecting overpasses between the two structures would probably have helped the flow of movement between the two. Overall though I am happy with the visuals in the level and I think that the gameplay, while not great, is functional.

Build time - 2 weeks

Hostile Planet (Misc levels)
Multiplayer Modification - Source Engine

Hostile Planet went through some big changes after a period of inactivity, resulting in the scrapping of a lot of previously planned features.

As well as dropping some of the more ambitious gameplay features, the setting of the mod was also altered, meaning the large city map I had made before was now unlikely to be used. Although naturally disappointed about this I was still very interested in the scope of the mod and enjoyed working with the team. The levels below are small maps I created to give the team some playable evironments in which to test out the mod’s features.

Build time - N/A (2006 - 2007)

CP_Lazytown
Personal work - Source Engine

The first custom map to be released for TF2, Lazytown was created over the space of two evenings as a test map to see if custom mapping was possible for the Team Fortress beta. I ended up releasing the level publically after finding playtests on it to be a lot of fun.

While not indicative of my current skill level, due to the short amount of time spent on it, the popularity of the map from a game play perspective inspired me to make an updated version, cp_busytown, which can be found on the front page of this site. Lazytown remains popular online to this day.

Build time - 2 days (2007)