Personal Work

Village Blockout Unreal 5

I recently started this project to practice developing concepts in Unreal 5. I was considering some of the things I have learned from my time on Dune: Awakening, particularly establishing navigation in an open-world environment. I’m also applying some concepts from Edmund Bacon’s book, Design of Cities, and considering how these principles can assist in Level Design. Some applied principles here include:

  • Meeting the sky through silhouette
  • Points in space through the church steeple
  • Recession in planes through the receding village houses
  • Depth through the gate into the village interior
  • Ascent and Descent using the hillside up to the keep and the church
  • Convexity and concavity in the village square, defining the central POI from an elevated approach.
Gray level of a proposed village illustrating POI relationships. Mannequin as provided with Unreal 5.

Unreal Multi-Player Arena Mod

T his level was developed for the Unreal Engine using existing static artwork as an exercise in level design and construction. My usual process begins with developing sketches for the layout, developing, an idea, and iterating quickly before digging into an actual gray level. I will then pull from those ideas to develop and test gameplay in the engine. In this case, it was the Unreal Engine, and I used statics with basic textures from the start to model out the space and test before moving on to the final art.

Note: The final modular environment art pieces and plants are as provided by Epic Games and their environment artists.

Pen and paper sketch
Gray level in the Unreal Engine 3

Fallout 3 Mod

I have also developed mods for Fallout 3. These images represent work on a couple of different missions that I used to learn the editor. All environmental art pieces and vfx were provided with Fallout 3 and created by Bethesda. My effort was to assemble modular pieces and make any interactivity.


I have experience using 3D applications to model and create UVs for block-out quality.