Jordan Hirsh Designer/Scripter

Space Invaders

UT2K4 VCTF map (one week development time)

Enmity

Boss battle using Quake4

Escape From Ithuria

Three player 3d person cooperative puzzle platformer

Stand Alone

Half-Life2 stealth combat sandbox

Remnants

UT2K4 Deathmatch map (one week development time)

Remnants

UT2K4 Deathmatch map (one week development time)

The Color Of Doom

Half-Life2 Team Project

Two Worlds

UT2K4 Deathmatch map

Enmity

Boss battle using Quake4



On this page you will find some of my level design projects.  By clicking on the image you will be taken to a page with a brief discussion of the project and a short movie of the gameplay.




Enmity

Enmity is a single player Quake 4 Mod focusing on creating an interesting boss battle utilizing a standard Tactical Strogg and slightly modified A.I. base code

I designed and scripted all content.






Escape from Ithuria

I served as faculty appointed producer on this four month team project using Unreal 2004.

As Producer my responsibilities included: Ensuring milestones were met, asset lists, time management, general project scope, game design decisions as pertaining to project scope, managing interdisciplinary team (artists, programmers and designers), holding team meetings, and handling all conflicts.

On top of these responsibilities (because of my programming background) I also served as a member of the engineering team programming: NPC A.I., bug fixes, and entities as level designers requested.

 Team Size: 15



Remnants

Remnants was a week long project.  I was given an extremely basic blocked out level and was instructed to beautify the level leaving the flow intact.

I designed and scripted all content.






Space Invaders VCTF

This was a short Capture the Flag assignment done in Unreal Tournament 2004.  A simple symmetrical design is made fresh through the use of vehicles and a unique open flow.

I designed and scripted all content.




Stand Alone (In Development)

Stand Alone is a four month project exploring stealth combat and directed sand box style level design in Half-Life 2. 

I designed and scripted all content.




The Color Of Doom (In Development)

I served as faculty appointed Lead Level Designer on this five month team project using the Half-Life 2 Episode One engine.

As Lead Level Designer my responsibilities included: management of Level Designer time, design pipeline, general design of all levels, final level detailing, and design documentation.

On top of these duties (because of my programming background) I also served as a member of the engineering team.  I implemented: Player shadow, AOE attack, Player movement variables and general physics variables.

Team Size: 16


Additional Projects
  • Programming Examples
  • Scripting Examples
  • Current Projects