Flying Saucer
(SOFTWARE 2000/POSTLINEAR ENTERTAINMENT 1997)
My first role as a level designer, where I used a hastily built text-based scripting tool to create missions in conspiracy-rich locales like Stonehenge, Tunguska, and the Moon. While the game itself drew inspiration from The X-Files and the weapon/damage systems of MechWarrior 2, my focus was on tackling the design challenges of non-linear spaces and the UFO’s wild flight mechanics, which allowed for extreme speed and maneuvers. This early project was a crash course in building worlds under unusual constraints and cemented my passion for level design.
Stonehenge
One of my first levels. It also hid my first Easter egg: destroy an ancient glyph with a million hit points, chase down its twin across the map, and you’ll be rewarded with the echo of a hair-metal rock god screaming “awwwwwww yeeeaaahhh.”
The Mothership
This was The Mothership. I’m sure there was lots of destruction or protection.