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Environmental & Level Design

Sonic Boom - Rise of Lyric - Box Art - WiiU

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SONIC BOOM:  RISE OF LYRIC

Published by:  Sega, November 2014
Developed by:  Big Red Button Entertainment
Platforms:  Nintendo WiiU
Tools & Tech:  Microsoft Visio 2013,  CryEngine 
Services Provided: 
  • High Level Concept & Documentation
  • Secondary Quest & NPC Design
  • Level Geometry Whiteboxing & Visual Scripting
  • Final  Script ​Debugging and Level Layout Revisions

"BYGONE  ISLAND" VIDEO 

"BYGONE  ISLAND" HIGH-LEVEL  DESIGN 

Bygone Island Map - Overview
Bygone Island Map - 1st Visit
Bygone Island Map - 2nd Visit
Bygone Island Map - 3rd Visit
Bygone Island Map - 4th Visit
Bygone Island Map - 5th Visit
NOTES & GOALS
This shows some pre-production maps for Bygone Island, which was the primary hub level for "Act 2" of Sonic Boom.  This  level presented a number of interesting design challenges and goals:
  • It was designed to connect a number of in-progress "spoke"  levels in various stages of development.
  • In order to provide this "connective tissue", this level  had a number of  narrative and gameplay progression goals to fulfill.
  • It also needed to provide players with  a number of optional, more exploratory, non-linear  gameplay  opportunities over multiple level visits.

Lost Planet 3 Box Art - PS3

LOST PLANET 3

Published by:  Capcom, August 2013
Developed by:  Spark Unlimited
Platforms:    Playstation 3, XBox 360,  PC
Tools & Tech:  Unreal Engine  3
Services Provided: 
  • Lead  Multiplayer Environmental  Design Teams
  • Whitebox Geometry  Layout  and Scripting 

"OCTAGON"  VIDEO 

"CONVOY CHASM"  VIDEO 


Lost Planet 3 Box Art - PS3

MERCENARIES  2:  WORLD  IN  FLAMES  &  BLOW  IT  UP  AGAIN  DLC

Published by:  Electronic Arts, August 2013
Developed by:  Pandemic Studios
Platforms:    Playstation 3, XBox 360,  PC
Tools & Tech:  Proprietary Engine
Services Provided: 
  • Secondary Mission Layout and Design
  • Lua Gameplay Scripting and Implementation

"URBAN  RAMPAGE"  VIDEO 


Picture

THE  LORD  OF  THE  RINGS:  BATTLE  FOR  MIDDLE-EARTH  II

Developed and Published by:  Electronic Arts, March 2006
Platforms:    PC, XBox 360,
Tools Used:  Proprietary Engine 

Services Provided:   
  • Level  Design and Scripting

"DOL  GULDUR"  VIDEO 

SCREENSHOTS

Dol Guldur - Map
Dol Guldur 1
Dol Guldur - Statue of Sauron
Dol Guldur - Bridge
Dol Guldur - Castle
Dol Guldur - Cinematic

Medal of Honor: Allied Assault - Spearhead Box Art

Medal of honor: Allied Assault - Spearhead

Published by:   Electronic Arts
Developed by:   EALA
Platforms:    PC, Mac
Tools and Tech:   Quake 3 "Radiant" Engine & Editor
Services  Provided:
  • Environment Design, Lighting, and Geometry Layout (Malta, Ardennes)
  • Gameplay Scripting (Ardennes)

"MALTA" MULTIPLAYER  TRIBUTE  VIDEO 

"ARDENNES"  SINGLEPLAYER  VIDEO

SCREENSHOTS

Pantheon of the Zodiac (Unpublished)
Malta - Market Gate
Malta - Destroyed Belfry
Malta - Underground Chapel
Malta - House Interior
Malta - City Streets 1
Malta - City Streets 2
Malta - Destroyed Courtyard 1
Malta - Destroyed Courtyard 2
Malta - City Gate
Ardennes - Fuel Depot
Ardennes - Farmhouse Exterior 1
Ardennes - Farmhouse Exterior 2
Ardennes - Farmhouse Stable
Ardennes - Farmhouse Interior 1
Ardennes - Farmhouse Interior 2

Picture

THE  LOST (UNPUBLISHED)

Developed by:   Irrational Games
Platforms:    Playstation 2, XBox, PC
Tools and Tech:   LithTech & Unreal  Engines & Editors
Services  Provided:
  • Environment Design, Lighting, and Geometry Layout

SCREENSHOTS

Rooftop Temple 1
Rooftop Temple 2
Dark Metropolis 1
Dark Metropolis 2
Industrial Facility 1
Industrial Facility 2
Lincoln Tunnel 1
Lincoln Tunnel 2
Escher Room 1
Escher Room 2
Dresden Streets 1
Dresden Streets 2
Frozen Galleon 1
Frozen Galleon 2
Frozen Galleon 3
Subway Station 1
Subway Station 2
Asylum 1
Asylum 2
Ragnar's Pit 1
Ragnar's Pit 2
Library 1
Library 2
Library 3
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