Level design has always been my passion within game creation. It was games such as Super Mario 64, Zelda: Ocarina of Time, Goldeneye, Pilotwings 64 and later Hitman 2: Silent Assassin and their large, open levels that cemented the dream of a game design career.
I have over the years used a plethora of different level design tools, from the basic tools available in Command & Conquer: Red Alert and Time Splitters 2 to more professional tools such as Valve's Hammer Editor, Unreal and of course Unity. As time has passed, I've developed a mantra of sorts: "Replayability and tactility".
On this page you'll find a small selection of the many levels I've made over the years.