Thankyou for taking the time to have a look at my portfolio. My primary skill set is in Level Design, with over 2 years experience in the Games Industry. I have always had a passion for creating environments that immerse and challenge other people. Before this became a career, it was a hobby, and that's still how I like to think of it.

Andrew Hill
andrew@vertexmason.com


Etheraeon - Unreal Tournament 3 Level
Etheraeon is a project I started shortly before entering the Games Industry. I have worked casually on this map for a little over two years, and try to dedicate a couple of hours a week to it. Etheraeon is intended to be a flexible DM/TDM map, which is fun to play with both a small or large group of players, and which caters to multiple playing styles. Attention has been paid to ensuring that all areas of the map are easilly accessible, that there is a stong flow with multiple paths to choose from, and that the player is never far from their next victim. There is still a lot of work to do on this map, but its current progress is a good indication of where I'm taking it.

Development Information:
Status: WIP
Game & Engine: Unreal Tournament 3 - Unreal Engine 3
Level Type: Multiplayer Deathmatch / Team Deathmatch
Tools Used: Unreal Editor 3, 3ds Max, Photoshop
Project Duration: January 2008 - Present

Serengrove - Doom 3 Level (Download)

I created Serengrove back in 2007 in order to make my break into the Games Industry. My primary focus was to create something unique which would be unexpected in Doom 3. I love tudor style architecture and decided to use that as the theme for my level, as it not only provides opportunities to create a very creepy environment, but is also vastly different from from the typical Doom "space staion on Mars". Because this is a single player map where the player takes on the role of a protagonist, I also wanted to provide some basic narrative structure to give players a feeling that they had some purpose for being in Serengrove, rather than sending them running from point A to point B shooting at zombies. This was accomplished primarily through objectives and pacing; the level doesn't start off in the thick of the action, rather players are told to explore the abandoned town and consequently disturb the denizens within it. To help drive the narrative, players will also encounter an unlikely guide as they begin to explore explore Serengrove. It should be noted that this level was designed as if it were part of a series of levels, so what happens prior to or preceding Serengrove is left up to the individual player to decide.


Development Information:
Status: Completed
Game & Engine: Doom 3 - id Tech 4
Level Type: Single Player
Tools Used: DoomEdit (Radiant), 3ds Max, Photoshop, Zbrush3
Project Duration: 5 months, early July 07 - 2nd Dec 07

View Serengrove Video Demo
(10mb)

Orbitsfear - Unreal Tournament 3 Level

Orbitsfear was designed to be a Warfare map which would take advantage of the flying vehicles available in UT3 for use in an outer space environment. Each team would have a command ship docked at opposite sides of the space station, with the power core for that team located inside it. There would be three nodes for each team positioned on the ring of the space station, outside the command ships. Capturing these nodes would drop the shields for the power core, allowing it to be destroyed; however, these outer nodes could not be assaulted until a center node located in the heart of the space station had been captured. More flying vehicles would become available to the team with each node captured, and by the end of the game the winning side would be capable of bombarding the enemy core from their vehicles. The losing team at this point would be forced to defend their ship with surface to air missiles while attemping to reclaim their nodes and restore the core shield. Due to time constraints, I have had to put this map on hold for the moment, but would like to return to it when time permits.


Development Information:
Status: Suspended
Game & Engine: Unreal Tournament 3 - Unreal Engine 3
Level Type: Multiplayer Warfare
Tools Used: Unreal Editor 3, 3ds Max
Project Duration: January 2008 - Present