
ARCHIVE
Post-Human (2023)
Half-Life: Alyx
I was invited to collaborate on the Half-Life: Alyx addon Post-Human by the project director Abraham Lee. My task was to create an engaging VR cutscene to set the brooding tone and atmosphere of the addon. After discussing and storyboarding ideas with the team, I set out to create a nearly five-minute-long VR cutscene depicting a nightmare sequence followed by a convoy ambush.
This was an interesting level to design as it required me to create a detailed ambush sequence with numerous choreographed actors while allowing the player to see and hear the action despite being imprisoned in the cab of a truck. The dream sequence was especially fun to work on and required me to collaborate directly with the project's composer to implement numerous effects and stingers throughout the scene.
Below are videos showcasing the dream sequence and multiple angles of the convoy ambush:
I also got to live out every teenager's fantasy of roleplaying a sci-fi cop during my performance of the convoy leader Six-Two.
Red Light Green Light (2022)
Counter-Strike: Global Offensive
My friends and I have been locked in a developer grudge-match for the last decade regarding who can come up with the most unusual or unique maps for the Counter-Strike franchise. As the host of this community event, I always put in the extra effort to make something special for my submission.
This year's submission was a recreation of Red Light Green Light from the hit television show Squid Game. The map features extensive scripting and v-scripting to recreate the look and feel of the sequence as seen in the show. A special focus was placed on re-playability. Thus, the map contains multiple stages the players must traverse to reach safety.
The Eyeconic Odyssey (2021)
Counter-Strike: Global Offensive
Based upon the 90s children's documentary series Eyewitness, The Eyeconic Odyssey is a co-op adventure map for CS:GO. It explores a parallel universe where our misguided protagonist, Danny, leads us on an adventure through time and space via a magical VHS tape.
This map uses almost entirely custom assets to bring the vivid and imaginary scenes of the original show to life. This level is another example of my experience with complex scripting and dedication to pushing CS:GO above and beyond its comfort zone as a team-based first person shooter. I wanted players to have an experience, and an experience was had.
Mafia (2018)
Counter-Strike: Global Offensive
I Love the party games of Mafia and Werewolf. I love them so much, that I focused the majority of my creative output in-between university lectures pain-stakingly recreating the StarCraft II rendition of Mafia in CS:GO. You might think, was CS:GO equipped for creating such a game mode?
Absolutely not, but that didn't stop me from finding creative solutions to bring this experience to life in CS:GO.
This was my most ambitious scripting (I/O) and v-scripting (Squirrel, Lua) project to date. Featuring complex game rules, camera sequences, transitions, and dramatic player-lead discussions about who killed that chicken over there. While feature complete, I never quite found the time to finish the art for this project between graduating and finding a way to continue paying my bills. Below is a video showcasing the many features included in the map.
Drop Zone (2015)
Counter-Strike: Global Offensive
Back when battle royales were in their infancy, I created a battle royale map for CS:GO. Drop Zone is a tremendously large arctic wasteland dotted with dense forests, bunkers, industrial facilities, and trains. An interesting fact about Drop Zone is that its development and release predates Danger Zone, Valve's official battle royale game mode included in CS:GO . This meant I had to develop my own solutions to resolve the issues of bringing the battle royale formula to CS:GO. I also find it ironic that they coincidentally have the same initials.
The map includes custom player models and many retextured props to fit the arctic theme. Most of the complex scripting in this map is regarding the drop sequence which introduces players to the battlefield and the zone closures which push players to duke it out. Below is a video showcasing part of the drop sequence:
INTERACTIVE OVERVIEW
(Use slider to hide/reveal closure zones)
The Eagle (2013)
Counter-Strike: Source
The Eagle is a fully scripted recreation of the first dungeon in the original Legend of Zelda intended for cooperative play in CS:S. It contains all enemies, items, rooms, and behaviors presented in the original game, but adjusted for an extra dimension.
Because The Eagle was developed for CS:S, v-scripting (Squirrel, Lua) was unavailable. Therefore, I had to rely extensively on logic and entity scripting to emulate the classic dungeon. Overall, the project was successful and well received by the community. Below is an abridged walkthrough of the Eagle.





























