Lunaran.com Matthew Breit Level Designer | Texture Artist
What follows is a collection of screenshots and short descriptions of my game development work, both as a professional level designer and as a hobbyist. Click on any image to see a larger version. Links to more detailed descriptions provided where such information is available.
I was originally picked up by Big Rooster to bring the playing board for Games Workshop's tabletop game Talisman to life for their upcoming downloadable PC/console port. I was given rough guidelines, a small blurry reference photo, and total ownership over both the board assets and my own time. I was responsible for all modelling, texturing, any shaders beyond the basics, and supporting the shaky export pipeline with a great deal of MEL and organization.
Unfortunately the project ended before the engine or the board were totally complete. Many textures had normal maps which were all temporarily disabled at the time of the last build, and ambient occlusion maps were prepared for every poly on the board but only supported on half of them. Both were dependent on the last items on the engine wish-list that never came to be, but the visuals still held up remarkably well, especially for a 50mb downloadable title.
Big Rooster's second title was a port of Fantasy Flight's Wings of War, this time using UE3. Given the innate size of the engine, being cheap and clever with the assets was even more important than on Talisman. Once again, I had all environments and backgrounds under my control - modelling, texturing, lighting, and shaders - and also modelled a few of the planes.
These screenshots show examples of the work I produced for id and Raven Software's Quake 4. I was responsible for working closely with other designers to develop a strong layout, test it iteratively, and share duties on construction, texturing, lighting, and performance optimizations.
A bulk of my responsibility on the project was helping Quake4 through beta, learning the depths of the engine and scripting to stand with the team through bugfixing. All maps I was able to plan and construct anew were multiplayer maps, three of the four being for the post-release 1.1 patch. This required that I push the game's existing themes in new ways through creative re-use of textures, creation of new static meshes (mostly terrain), creation of new textures in a few cases to supplement the existing sets, while simultaneously adhering to lessons of engine performance learned by the whole team during production of the shipped content.
More in-depth information on all four maps is available at the following links:
Shown here are examples of the body of work I built up over several years for Quake3. Design includes five finished and released maps as well as a large amount of work for an ill-fated mod. For all but one release, I used exclusively custom textures, creating an entire new set and thus a new theme for each of them. More information on this is below.
A couple of the later maps were created in cooperation with members of the Challenge Pro-Mode community like CPM18R with Rich Jacques and Lun3DM4 with Joel McDonald. These maps required building to a much more stringent gameplay spec due to the much larger role of level design in CPM gameplay, and in the case of CPM18R (a conversion of a popular but author-labelled 'ugly' map) had to match an existing map's gameplay as exactly as possible.
I completed one map for Quake4 in 2007. It was kind of a strange release in that it represented a ton of work that didn't amount to a 'proper' map but was instead a collection of a number of design experiments of mine in the Quake4 engine.
More information on each of these maps as well as nearly every other map I've ever made, and downloads for each, are available at the Maps page.
Thanks to the luxury of time, for every Quake3 map I started after the very first, I painted a new texture set as well. Shown here are examples of the best sets, from Q4Power, Lun3DM3, Lun3DM4, and CPM18R.
I had a tendency to borrow and mimic shapes and ideas from other Q3 material and previous id games, to lend the themes a touch of appropriateness in the Q3 world of versatile and experimental designs.
For a full list of texture sets I've done for the community over the years, check out the Textures page.
Sometimes, I draw stuff.
Or model it out of clay.