Skyrim Zenyth Island

Recently I have been learning how to use the Skyrim creation kit and I wanted to try my hand at building out an island and a dungeon that is under it. So far I have gotten a lot of work done on the island and It is coming out great for my first time using it. I am hoping to be able to build out the rest of the island and get it pushed out to the public for anyone to download and play. The island is going to be built to look like it is a Bethesda level product that I can be happy with. I have gotten a lot of help from the Beyond Skyrim discord servers with the creation kit and any issues I am having with it. I do not have a milestone schedule for this build because I didn’t want to way myself down with one with me being brand new to the engine and I wanted to give myself time to start figuring everything out.

Terraria Golf Course

Milestone Video Playlist

Preproduction / Level Design Document (LDD)

Milestone Schedule

With the Journey’s End update to Terraria the developers added in Journey Mode I decided to make a golf course in the game that follows the player’s journey through the game. I still haven’t finished up the course yet but I am still planning on it so I can change this and add it when I finally finish it. Currently here I have a tutorial for building an elevator in the game that I ended up using in my level in order to have a self retrieving ball machine on the plinko hole that I had made. In the Terraria golf course, I made the course represent the different styles of the bosses so the player can see the progression of the “story” The plinko hole is supposed to be a representation of the mechanical bosses.

I have had a lot of issues with building this project because I keep hitting walls for my creativity for what to do with the holes.

Distance: Death Itself

Steam Workshop Link

Preproduction / Level Design Document (LDD)

Milestone Schedule

Distance is a racing game that involves car parkour. The LDD that I designed for the game goes over everything that I would need for making the level from a pacing map to the audience that the game and level is pushed towards. The LDD is off from what the end result ended up being. Mainly this was because I had never built or used the editor for long before and made the LDD with only a small amount of knowledge on the level. I still used the LDD as a reference as to what I wanted to do and tried to stick to my milestone schedule as best as I could. I can honestly say I am happy with the way the level has turned out. Sadly I have lost all of the progress videos that i had made for this level and only have the final outcome. I really enjoyed building in this editor and it gave me a nice ease of access. I didn’t have that many issues and any issues I did have I was able to find help on a discord server made for the game. My only real issue with any of the pieces in the editor is one of the ones that spawns the spikes in onto the track won’t work unless you have both the beginning and the end of the track places but it never said that anywhere so it wouldn’t work for me and ended up not being used in the level.

Doom 2016 Snapmap

Milestone Videos Playlist

Preproduction / Level Design Document (LDD)

Milestone Schedule

This Doom 2016 snapmap level was the first level I had built using the snapmap. It was a fun experience and I would recommend it to anyone who is into level design and system design because the amount of control that they give you allows you to make some really great things. I was sad to hear that Doom Eternal was not going to be getting a snapmap. I had a lot of issues with the editor but I think most of them were because of my computer. These issues caused me to have to run the game in a windowed mode in order for the game to not crash when I would go to test out the level. The level should be under the tag UAT if you want to go search it up and play it for yourself. If you have trouble finding it please let me know because I would be more than happy to help anyone All of the coding for the level I had done in engine with the visual scripting that the editor allows for. I had built room encounters with different styles of encounters to try out the different types of enemy spawns.