Village Blockout Unreal 5
I recently started this project as practice developing concepts in Unreal 5. I was considering some of the things I have learned from my time on Dune: Awakening and establishing navigation in an open world environment. I’m also applying some concepts from Edmund Bacon’s book, Design of Cities, and considering how these principles can assist in Level Design. Some applied principles here include:
- Meeting the sky through silhouette
- Points in space through the church steeple
- Recession in planes through the receding village houses
- Depth through the gate into the village interior
- Ascent and Descent using the hillside up to the keep and the church
- Convexity and concavity in the village square, defining the central POI from an elevated approach.

Unreal Multi-Player Arena
T his level was developed for the Unreal Engine using existing static artwork as an exercise in level design and construction. My usual process begins with developing sketches for the layout, developing, an idea, and iterating quickly before digging into an actual gray level. I will then pull from those ideas to develop and test gameplay in the engine. In this case, it was the Unreal Engine, and I used statics with basic textures from the start to model out the space and test before moving on to the final art.




Fallout 3 Mod
I have also developed mods for Fallout 3. These images represent a couple of different missions that I used to learn the editor.

