Duke Nukem: Forever
DUKE NUKEM: FOREVER
DATE: 2010-2011
POSITION: Environment Artist & World Builder/Level Artist, +
PLATFORMS: PC (Steam), Xbox-360, PS3
RESPONSIBILITIES:
I worked as an Environment Artist & World Builder for the Multiplayer component of Duke Nukem Forever as well as its Hail to the King DLC package. Working with a modified Unreal 2 engine, myself and a half dozen level designers and environment artists created 6 multiplayer maps, and re-purposed an additional 4 existing designs, that were featured in the core game, as well as 4 homage maps for the DLC pack.
I was personally responsible for populating the grey-block designed levels with art, world lighting, final level optimization, and modeling and modifying many additional environment art pieces. In addition to my world & environment art tasks, I was also responsible for any Multiplayer related UI art (front end & hud), and was responsible for finding solutions to most major or critical content related issues & bugs. Furthermore, I acted as the direct liaison between the content team and the engineering leads, directors, and the producers, on-top of being informally in-charge of task management for the content team throughout our portion of the development of DNF.
It was very fun to be a fundamental part of the team that finally shipped this infamous game. In the end, I thoroughly enjoyed the breath of fresh air that accompanied the classic, Quake style, twitch multiplayer experience that we created.

This level was one of my personal highlights of the project. I had sunk hundreds of hours into my favourite game, Team Fortress 2 - so the chance to pay homage to one of its most famous levels was an amazing opportunity to me. Inspired by the cardboard cut-out cow backdrops of TF2 version, I set this level in a large indoor sound stage. The audience would watch the show (which I initially called Hats the Musical, although that apparently actually exists...) play out over the bridge and base entrance section, with the red base acting as a backstage area, and the blue base as the actors dressing rooms.
I was personally responsible for the world building, lighting, final art polish, and performance optimization of this level.

This level was one of my personal highlights of the project. I had sunk hundreds of hours into my favourite game, Team Fortress 2 - so the chance to pay homage to one of its most famous levels was an amazing opportunity to me. Inspired by the cardboard cut-out cow backdrops of TF2 version, I set this level in a large indoor sound stage. The audience would watch the show (which I initially called Hats the Musical, although that apparently actually exists...) play out over the bridge and base entrance section, with the red base acting as a backstage area, and the blue base as the actors dressing rooms.
I was personally responsible for the world building, lighting, final art polish, and performance optimization of this level.

This level was set in a small section of the Vegas strip, which is currently being destroyed by the alien invaders. It features a casino area, outdoor gardens, an arc de triomphe, the statue of liberty, underground sewer system, and a central pit that gets bombed by alien spaceships when triggered by a player.
I was responsible for world building, initial lighting, modeling the sewer system, and final level performance optimization.

This level was set in a small section of the Vegas strip,
which is currently being destroyed by the alien invaders. It features a casino area, outdoor gardens,
an arc de triomphe, the statue of liberty, underground sewer system, and a
central pit that gets bombed by alien spaceships when triggered by a player.
I was responsible for world building, initial lighting, modeling the sewer
system, and final level performance optimization.

A bright shaft of light shines down on an alien hive, deep
below the surface. Featuring a large
central pillar, secret areas only accessible by jet pack, glowing alien egg
sacks, tentacles, and "wall-boobs", this cave is extremely
"Duke".
I was responsible for the final lighting, art polish, and performance
optimization of this level.

A bright shaft of light shines down on an alien hive, deep
below the surface. Featuring a large
central pillar, secret areas only accessible by jet pack, glowing alien egg
sacks, tentacles, and "wall-boobs", this cave is extremely
"Duke".
I was responsible for the final lighting, art polish, and performance
optimization of this level.

The town of Morningwood was once a thriving mining community
located in the desert between Vegas and the Hoover Dam. This was the first map we created, and was
still one of my favourites at the end. I
have included a small image to show my friends who have been asking what exactly
"world building" is. The
bottom right being the level as it is given to me from the level designers, and
the full image being the level as I submit for the game.
I was responsible for world building, final lighting, and
performance optimization.

The town of Morningwood was once a thriving mining community
located in the desert between Vegas and the Hoover Dam. This was the first map we created, and was
still one of my favourites at the end. I
have included a small image to show my friends who have been asking what exactly
"world building" is. The
bottom right being the level as it is given to me from the level designers, and
the full image being the level as I submit for the game.
I was responsible for world building, final lighting, and
performance optimization.

This industrial factory was a lot of fun to work on. The actual level itself was a very classic,
open design, with very little room to add a ton of interesting art within the
playspace, so instead I blew open the outer walls to create a massive cave
system on one side, and to extend the factory on the other. Players would run through the center pipes,
or shrink to fit within some of the larger machines & air vents.
I was responsible for world building, lighting, art polish,
and performance optimization of this level.

This industrial factory was a lot of fun to work on. The actual level itself was a very classic, open design, with very little room to add a ton of interesting art within the playspace, so instead I blew open the outer walls to create a massive cave system on one side, and to extend the factory on the other. Players would run through the center pipes, or shrink to fit within some of the larger machines & air vents.
I was responsible for world building, lighting, art polish, and performance optimization of this level.

Set around the water below the Hoover Dam, this multiplayer
level was pure mayhem has players launched onto a central alien tentacle
monster, or navigated the electrically charged shipping containers to try and
gain access to the best weapons or the opposing base. I have included smaller images in the top
right that show the grey-block level as delivered to me, and the larger image shows
the level after my world building and lighting.
I was responsible for the world building, lighting, and
final performance optimization & art polish of this level.

Set around the water below the Hoover Dam, this multiplayer level was pure mayhem has players launched onto a central alien tentacle monster, or navigated the electrically charged shipping containers to try and gain access to the best weapons or the opposing base. I have included smaller images in the top right that show the grey-block level as delivered to me, and the larger image shows the level after my world building and lighting.
I was responsible for the world building, lighting, and final performance optimization & art polish of this level.

In the single player game, Duke has become a mega celebrity and owns a fast food chain. This level is set in the grimy kitchen and storage freezer of one of those restaurants. Minaturized versions of Duke make use of jump pads to navigate the shelves, while trying to avoid the dangers of a functional kitchen - the microwave, deep fryer, dishwasher, and stove top are all functional here. This was my favourite level to play. Setting the game mode to instagib (one hit kill, railgun/sniper rifles only) really showed off the team's accomplishment in reviving this classic twitch shooter multiplayer style.
I was responsible for world building, lighting, and final performance optimization of this level. I was also responsible for sheer dominance over my co-workers when play-testing.

In the single player game, Duke has become a mega celebrity and owns a fast food chain. This level is set in the grimy kitchen and storage freezer of one of those restaurants. Minaturized versions of Duke make use of jump pads to navigate the shelves, while trying to avoid the dangers of a functional kitchen - the microwave, deep fryer, dishwasher, and stove top are all functional here. This was my favourite level to play. Setting the game mode to instagib (one hit kill, railgun/sniper rifles only) really showed off the team's accomplishment in reviving this classic twitch shooter multiplayer style.
I was responsible for world building, lighting, and final performance optimization of this level. I was also responsible for sheer dominance over my co-workers when play-testing.













