Andrew Graves
Level Design
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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.
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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.