Designer at Treyarch
Worked on: Call of Duty: Black Ops III, Dying Light, Hellraid, Dead Island, Dead Island: Bloodbath Arena DLC, Dead Island: Riptide, Call of Juarez: Gunslinger, Call of Juarez: The Cartel, Call of Juarez: Bound in Blood, Warhound.
Follow me on Twitter: leveldesign_org
Call me Matt P. Passionate level artist and designer, left-handed landscape architect. Amateur photographer, urban explorer and food lover. Founder and writer on LEVEL-DESIGN.org website. From 2007 in the professional video games industry, making game levels since year 2000. Started with Quake custom mapping. Scared of spiders, can't swim, ambivert, addicted to gaming. I made my first level layout sketch when I was 8 years old.
All opinions are my own.
When designing a level you're able to freely compose your virtual environment with any objects you want. A level designers' work can be compared to that of a painter. Now let's see the level as the art gallery and the level vistas as paintings.
[News - 11/16/2015 - 11:25]
That 's a great read, ...
That 's a great read, thank you very much It 's amazing how you can boost up your creativity and iteration times by making a prototype levels with just a couple of simple textures for walls and floors so you only care about big picture instead of the details. And ...
[News - 05/05/2015 - 04:02]
Thank you very much for ...
Thank you very much for sharing your development knowledge It 's amazing how a team bonded in a virtual studio can smoothly run for such a long time. I would really love to know more about your communication methods, how to handle paperwork in such a studio and how directors/leads ...
[Blog - 09/15/2015 - 02:50]
Good read and you 're ...
Good read and you 're right. It 's a perfect proof that performing a marketing, development and business checklist is not enough to succeed. Game design is very organic so a lot of rules have to be bent to fit your goals or audience needs. You could add more points ...