Creating the medium to a universe of imagination
I joined Guard Duty in June of 2010.
It was the first time I had ever participated on a development team of any sort. My primary position began as a level designer, although I soon branched out and started learning 3D prop modeling and Texture Art.
The bulk of my work on the project is leading the design of the levels/environments for the following game chapters:
- Duty Calls
- Captive Freight (first half)
- Power Struggle
- Leap Of Faith
Counter-Strike: Global Offensive
My main project for CS:GO was a revamp of the official map de_nuke.
Nuke was among the least updated maps from the previous Counter-Strike title. Many fans felt passionately that it was unbalanced and there was no debating that visually it was quite lacking.
My revamp project, released on the steam workshop on Feb 1st, 2015, received many updates based on player feedback, until Valve released their official revamp of the map on Feb 17th, 2016.