SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 38

Andrew Graves Level Design « Sanctuary Map The purpose of this project is to touch I chose a graveyard level to suit the theme but not limited to, building a 3D space of for the players. I wanted a more traditional on all aspects of design — including, appropriate size, scale, and flow with well- crafted gameplay encounters. I chose the Hammer editor in Left 4 Dead 2 because it allowed more control of level geometry with BSP brushes that can be altered into different shapes. I was able to build a chapel out of brushes and use the models sparingly to demonstrate my blockout and low-poly modeling capabilities. The director entity handles the bulk of the AI scripting, allowing the flexibility to mark important navmesh locations for it to process and coordinate gameplay based on player activity. 38 LEVEL DESIGN of the game and to create a specific mood setting for a zombie shooter, so I made the players navigate through a graveyard and delve into a labyrinthian catacomb that emerges into a church yard. The safe room is located within the church, hence the title “Sanctuary.” This project had a development time of approximately 10 weeks.