2013

Gasworks

A vast, vertical industrial multiplayer level with long sightlines and varied combat, designed for larger player counts.

  • Role: Level Designer
  • Discipline: Multiplayer Level Design
  • Engine: Source

Gasworks was the first level I created for Black Mesa at Crowbar Collective. It was a tall order, having been considered one of the more iconic original Half-Life: Deathmatch maps! It features a high degree of verticality and long sightlines within its mixture of large outdoor and interior spaces.

This map went through several ground-up rebuilds before arriving at the final shipped version. My early iterations were overly cluttered and complex, and developing this level taught me to lean into a “less is more” ethos. Some of the feedback from the team along the way was pretty brutal, but it forced me to improve quickly. This served as a turning point in how I approached level design, both in terms of understanding of gameplay readability and how I handle professional critique.

A point of personal pride with Gasworks is how beautifully colourful the level is, balancing maximalism and minimalism to create a level that is both gorgeous and readable. Targets never get lost in the mix, with each major area feeling distinct and moody.