Design Process

All content here was created, developed and designed by Richard Acherki

Scripting Gameplay, Whiteroom level environments and the design process

The environments featured in these videos began life as hand drawn level layouts, including ideas for story progression, level set pieces, enemy placement and general gameplay.

The next stage was to design and build the environments as basic whiteroom geometry, building the environments in either 3D Studio Max or Hammer, these environments were built from the hand drawn blueprints with any additions being addded in the build process.

Levels built in 3d Max for Goldeneye and G-force were for commercial use with most of the game scripting pre planned. The environments built in Hammer for the simple game idea "Leaper" acted as test beds to define play mechanics, puzzle possibilities and what was actually possible using the Source engine.