Kips Bay

Platform:
Windows PC

Engine:
CoDRadiant Black (Infinity Ward engine
based on id Tech 3)

Language:
C-based CoDRadiant Script

Tools Used:
Radiant Level Editor, Asset Property Editor

Duration:
Ongoing

Completion:
Work in progress

Team Size:
1

Role:
Concept, design flow, BSP placement, prop and texture placement, lighting, enemy spawns, pathing

Overview:
A feature rich level with cinematics, new types of enemies, scripted events, and atmosphere. The initial design of this level is to play more like a single player experience inside of the zombies mode in Black Ops III.

The design came to me after playing The Division. Taking inspiration from the Kips Bay area of the game near the safe house, I wanted to do my best to recreate the feeling I first got when an intense blizzard hit. This level has the side alley near the safe house along with the long streets that connect the areas to each other.

Please see below for design flow, design documentation as well as my thought process behind the level and its elements.