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Text Content

Level Designer
// Projects About Resume

Hello, I'm Max Giddens

Across more than 8 years, I've dedicated myself to creating compelling levels
for both single-player and competitive multiplayer experiences. During that time
I’ve collaborated with discerning clients like Red Bull, Logitech, and JBL,
delving into their expectations and transforming their visions into exceptional
products. Moreover, I've earned recognition from Valve Software, who included my
work in a Counter-Strike: Global Offensive map pack.

My diverse background in areas such as scripting, environment art, and graphic
design equips me with the versatility to be an adept communicator and
collaborator across various disciplines. My skill set is entirely self-taught,
honed through years of hands-on practice, experimentation, and creative
problem-solving, all driven by a genuine passion for the art of level design.

I'm excited to continue adding to and leveraging my experience and broad skill
set in ways that contribute to, and hopefully elevate, the work of collaborative
teams and passionate individuals.

Resumé (PDF)
LinkedIn
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Projects
Red Bull Flick// 2v2 Tournament Arenas


Tinkerer's Fortress// 3rd Person Puzzler


Logitech Playmaster// Player Hub


Facade// Competitive FPS Map



Red Bull Flick
//Project Showcase

Summary

Red Bull Flick is a competitive 2v2 Counter-Strike tournament hosted annually by
Red Bull. I worked as part of a three-person team to deliver eight fully
original levels and a brand-new game mode for the tournament. These levels each
featured a unique theme that contributed to an overarching aesthetic while also
being competitively tuned for our new game type.

Jump to Section

Defining the Project

Visualizing Themes

Building Game Mechanics

An Economy of Time

Working with a Brand

Map Case Study
Software Used

Efforts
 * Collected reference images to expand on themes requested by Red Bull and
   utilized concept art to develop level-specific imagery.
 * Planned and grayboxed three levels focusing on competitive play, balanced
   timings, lines of sight, and pathing variety.
   
   

 * Playtested each level with groups on Discord and made revisions and fixes
   based on the conclusions I drew from trends in the collected feedback.
 * Scripted a game mode with three alternating control points and supporting
   weapon/utility pickup mechanics.
 * Supported the creation of five additional levels, collaborating with an
   environment artist and an additional level designer.
 * Visually implemented all mechanics (weapon pickups, death effects, capture
   points, and supporting UI elements) and created dynamic in-world user
   interfaces.
 * Created environment art for three levels and contributed to several others
   totalling dozens of textures and almost 200 models.

Download Project
See Process Breakdown
See Next Project


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1
Defining the Project //Red Bull Flick


Red Bull initially approached my team to discuss Red Bull Flick, with three main
tenets in mind: fast-paced gameplay, arena-style mechanics, and a sci-fi theme.
To meet these objectives, we started by developing a 2v2 capture point game mode
and other supporting mechanics that would deliver an accelerated gameplay
experience.

In total, my team designed a suite of eight levels, five qualifying levels, and
three more finals maps to support the new mechanics and serve as the basis for a
tournament structure. Each level in the qualifying group expanded on concepts
introduced by Red Bull, emphasizing a unique movement mechanic and individual
sci-fi theme that contributed to an overarching narrative.

I was independently responsible for level design and environment art for three
levels and contributed to level design for two more in Red Bull Flick.

Additionally, I scripted the majority of the code for the game mode that was
used across all of the maps and created a substantial portion of the environment
artwork for all but one level.


2
Visualizing Themes //Red Bull Flick


As an initial step in developing each level, I used each map's high-level visual
identity and placement within the storyline to inform the broad shape of its
layout and what movement mechanics would fit the best. Following this, I
gathered visual references for each stage that could be integrated into the
initial layout of each level wherever they complemented the gameplay.

Our team's concept artist provided concept drawings that set the overall visual
tone of the project, which I used as a guide to keep each map's individual theme
in alignment with the group. Once the individual themes for the maps were
established, I built a list of assets that could be reused across maps. These
flexible assets could be worked on immediately by environment artists, while the
maps were further refined.

In addition to finding references for each level, I also drew concepts for some
set pieces and interactive elements that would be required. These sketches and
references helped me communicate with our environment and concept artist while
maintaining the overall vision for the level.

Using these resources, I established a workflow with our concept artist to
improve areas pinpointed as needing visual improvement. Our shared understanding
of the objectives for each area made it more straightforward for them to create
concepts that I could then integrate into the level.


3
Building Game Mechanics //Red Bull Flick


Before level design began, our team outlined rules for an objective-based game
mode, featuring a single active control point that alternates among three
distinct locations and deathmatch style respawning. The mode was focused on
delivering low barrier-to-entry 2v2 gameplay with quick rounds and intense
action that would draw both players and spectators to the event.

I implemented the game mode with a combination of scripting in Squirrel, a
"C-like" language, and using in-editor objects like trigger volumes, button
entities, etc. To make implementing the core mechanics of the gameplay
straightforward across the unique levels I created configurable prefabs for
functions like control points, weapon spawners, and scoring visualizations.

I combined multiple methods to achieve the look and interactivity of the capture
points. I modeled the visuals of a point, made prefabs with prearranged models
and game objects using the level editor, and scripted functions to read the
game's state and adjust the visuals to convey it to players.

This process also applied to mechanics like weapon pickups and elevator
platforms, and UI elements like dynamic scoreboards and drones. The resulting
prefabs enabled level designers to quickly configure the settings of a prefab
rather than repeatedly make complex changes to each instance of an element.


4
An Economy of Time //Red Bull Flick


Counter-Strike stands out from other popular games due to its in-game economy.
While we wanted to preserve the depth of economic mechanics we knew they were
not conducive to our fast-paced vision of gameplay. As the new game mode has a
maximum potential time frame, where players fight to avoid hitting zero points,
we identified time as a potential new currency.

To support this replacement economic system I built configurable prefabs for
weapon and utility pickups designed for straightforward configuration and
strategic placement in any map. These pickup locations formed the foundation of
a time-based economy, where players must invest their time, choosing between
acquiring upgrades or hunting for kills and securing the objective.

The item dispensers on each map were placed and configured so that more powerful
items would be further from primary paths and in between the main objective
points.

This setup helped support the "time-as-currency" concept by forcing players to
choose to fight immediately with less powerful items or divert from the optimal
path to kit up.


5
Working with a Brand //Red Bull Flick


While the project was to include light Red Bull branding, the primary emphasis
was to engage players with exciting gameplay and a unique setting. As such, we
designed the levels to evoke the branding without overusing it. In instances
where we directly referenced the colors, fonts, and imagery provided by Red Bull
we carefully adhered to their brand standards.

Red Bull also wanted to mitigate the violence of the project's base game,
"Counter-Strike". To meet these expectations, we substituted bloody player
deaths with explosions of voxels, and replaced terrorist and counter-terrorist
team names with "blue team" or "yellow team". These changes facilitated Red Bull
in securing several sponsors for the project, whose brands we also incorporated.

The implementation of branding on each level walked a fine line, being prominent
enough to be noticed and low-key enough to feel "snuck in", and interesting
enough to justify itself while still adhering to brand standards.

It was also important to consider a broadcast perspective of the level geometry.
Many of the levels feature open layouts and walls that are only as high as
necessary to maximize the tournament viewing experience.


6
Map Case Study //Red Bull Flick


City Palace was one of three levels that I was responsible for from concept to
delivery on the Red Bull Flick project. As the first map that players would
encounter it needed to establish a baseline layout for the new game type that I
scripted for the project. It would also need to set the visual tone for the
other 7 levels and deliver on the "futuristic city square" theme chosen by Red
Bull.

I wanted the level to be simple enough to understand that it would promote
internalizing the mechanics of the game mode while also offering enough choice
to keep gameplay interesting. By raising one capture point in a line between the
other two I was able to create a viable symmetrical layout that players only
need to learn half of to fully understand.

Timeline
2 Days
Initial layout and graybox
2 Days
Level Mechanics
1.5 Weeks
Playtests & revisions
3 Weeks
Environment art
Navigation

Planning an Introduction

Balancing a Linear Layout

The Center Point

Sniper Nests
Planning an Introduction //Map Case Study | 1 of 4

In a three control point game mode maps with at least three major regions that
were equidistant from each other performed best. This constraint of the game
type made the concept of easy-to-grasp symmetrical layouts attractive. However,
while symmetry can naturally tend toward competitively viable and memorable
pathing, it could also become mundane if not used uniquely across all eight
maps.

On City Palace I addressed this potential repetitiveness by emphasizing the
verticality of the map, placing one of the control points at a higher elevation
than the others. Although the resulting layout is still symmetrical and easy to
grasp, the three height levels that enable traversal between the upper and lower
control points introduce variation that keeps the gameplay interesting and
unique.

Balancing a Linear Layout //Map Case Study | 2 of 4

With all three control points in a line and the center point elevated the map
concept started long and narrow. This presented several challenges as I would
need to curtail overly powerful long-distance lines of sight, balance the
strength of vantage points from several heights, and make sure to do these
things in a way that stuck to the open feel of arena-style gameplay.

To contend with these challenges I introduced medium-height choke points on
either side of a more open area in the lower center of the map that split up
lines of sight without artificial feeling hallways or tight bends. I also added
several paths to reach the upper level of the map from different directions
which put a check on the position's powerful sightlines by offering players a
way to counter.

The Center Point //Map Case Study | 3 of 4

Despite its elevation above the playfield the platform in the center of the map
is wide enough that only a portion of the level is visible from it at any given
time. This upper level is easily reachable via symmetrical elevator platforms
and opposing entrances with several approaches while also constantly visible
from the outer sniper nests at the middle height level.

The area was designed to provide a mixture of combat styles. The tighter
quarters approach through the stairwell gives short-range combat a spot to shine
while the raised vantage points at the sides of the platform enable
long-distance engagement opportunities. The combination was intended to make the
center control point of the map exciting to capture and satisfying to hold.

Sniper Nests //Map Case Study | 4 of 4

While their view to the center platform and narrow line of sight through the
choke points in the center of the map make the sniper nests very powerful, they
are also only reachable via exposed paths and cost time to reach. Players who
make the journey are rewarded with mid-tier long-range weapon pickups that give
them the chance to take advantage of their position without overpowering them.

The sniper nests can also be countered by the two sets of player-controllable
moving walls located in the lower center of the map that rise to block sight
lines through the choke points for a short time before automatically retracting.
Removing these lines of sight leaves the player in a sniper nest simultaneously
less effective and further from a position to help their teammate.


Max built this website by hand. That's pretty neat, right?
Copyright © 2018-2024 Maxwell Giddens



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