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My Work

Here are some of the other level design projects I have been working on since I have finished University.

Halo Forge

I started to create some maps in halo's in game mode forge. Here it allowed me to be able to create some levels for people to play without me designing the game mechanics.

GUNFIGHT PAINTBALL

This was the first level I designed. I was inspired by real life paintball and wanted to design a small map that was tight and fast to play. The level is based in a forest and I designed the level to be partially symmetrical on each side so the gameplay is fair.

Links

Link to map: https://www.halowaypoint.com/halo-infinite/ugc/maps/2b423e56-7b66-40d3-aa24-169f359ea4aa Link to mode:https://www.halowaypoint.com/halo-infinite/ugc/modes/329c5b59-da3e-4640-9f2e-e61205c2821c

When creating a level I usually either discuss what I should do for the level with a friend or I draw it out to be able to plan how the level should play. Also with my experience of the halo games I decide if my level flows with the style of the game.

Screenshot 2024-11-13 145316.png

SHIPPINGYARD

This level was inspired by shipment from Call of duty. I wanted to design a smaller scale version of shipment and make adjustments to that design. I adjusted the gamemode to only feature pistols and make the level smaller to create more fast pace and intense gameplay.

Link

RUNDOWN

Rundown is a 12v12 battle on a bridge. This is my first large scale map designed in forge. The inspiration for this level is the mission from Halo 2, in the mission the player would have to fight waves of enemies as they would cross the bridge. The middle of the bridge would be the main focus of the battle. The middle of the bridge would be more focused on vehicle based combat whilst the sides would be focused on infantry based combat.

The main focus for this level is to be able to have majority of the battle in the centre of the bridge with large vehicles and have some battles happing on the smaller bridges. I also used teleporters at the back of the base for players who want to fight on foot to get across the map quicker. Players get rewarded for making it to the middle of the map with items of power weapons/vehicles but it comes with the risk of getting killed.

Link

Screenshot 2024-11-13 160930.png

UNIVERSITY PROJECTS

Here listed below are a few projects that I was involved in at my time during university.

JOURNEYMAN - FORTNITE BLOODMOON

Description- A group project of 20 random students with a range of different skills assigned to create a sequel, prequel or DLC expansion for Fortnite (2017). Our team wanted to create a 3rd person co-op survival game, it would be humans vs werewolves. I was assigned the co lead design role, with this role I was responsible for leading the team along with steering the direction of the development in the right direction. Along side with being the lead I worked on creating a LAN networked version of the game, that was a 3rd person shooter game.

BETA ARCADE-DOC

Description- Beta Arcade was a group of 10 students that was assigned to create a game of our choice. Our team decided to create a 4 player co-op couch race. The objective of the game was to race through the level avoiding traps, enemies and eliminate other players to win the race. My role on this project was working on developing traps for the project along with working on the sound design for the game.

FINAL YEAR PROJECT- PROJECT BLACK

Description- Project Black was my final year project of my degree and I wanted to design a linear FPS mission that featured a solider that was tasked to infiltrate a base and eliminate all the enemies and take off with the enemy intel. My inspiration for this was early 2000s FPS games using two weapons and using health packs to heal the player. I designed a space base and created three variants of A.I. that can challenge the player in different scenarios.

Description- I was tasked to create a games design brief for a video game that was based off a movie. I decided to create mine off the 1995 movie Casino, I wanted to create a 2D top down shooter where the main protagonist would have to do tasks for the mafia and work their way up the ranks to reach the top. The brief covers the mechanics, controls, level design with level breakdown, pacing and UI.

BETA ARCADE-DOC

Description- Beta Arcade was a group of 10 students that was assigned to create a game of our choice. Our team decided to create a 4 player co-op couch race. The objective of the game was to race through the level avoiding traps, enemies and eliminate other players to win the race. My role on this project was working on developing traps for the project along with working on the sound design for the game.

FINAL YEAR PROJECT- PROJECT BLACK

Description- Project Black was my final year project of my degree and I wanted to design a linear FPS mission that featured a solider that was tasked to infiltrate a base and eliminate all the enemies and take off with the enemy intel. My inspiration for this was early 2000s FPS games using two weapons and using health packs to heal the player. I designed a space base and created three variants of A.I. that can challenge the player in different scenarios.

Description- I was tasked to create a games design brief for a video game that was based off a movie. I decided to create mine off the 1995 movie Casino, I wanted to create a 2D top down shooter where the main protagonist would have to do tasks for the mafia and work their way up the ranks to reach the top. The brief covers the mechanics, controls, level design with level breakdown, pacing and UI.

Amaan Sadiq

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