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Gaming is fun times.

Level design was probably the whole reason I got into digital media in the first place. I'd been doing it for quite a while (I even did two pieces of machinima for school projects), and I wanted to do something similar to it at Uni. Since digital media had '3D modelling and animation', that's what I chose. Anyhoo, here's an archive of some bits and pieces I did for Half-Life 1 and Half-Life 2.

The Sydney Harbour Bridge

[HL1] - The Sydney Harbour Bridge

Made for a competition, this brushwork-tastic map is a miniature version of the Sydney Harbour Bridge in Sydney, Australia. A single map, it's an automated tour over and around the bridge. Contains custom textures, props and bonus lag.

Preludes

[HL1] - Preludes

This was a "real-life" version of Preludes by the poet T.S. Eliot. This two map pack was built for Spirit of Half-Life. Contains custom textures and required DLLs for Spirit. And yes. It's dark.

Alleyway

[HL2] - Alleyway

This was the very first map I ever produced in Source. What I've noticed over the years is that a lot of mappers who make the transistion from Goldsource to Source can't quite grasp the way things are meant to look in Source. Without tooting my own horn too much, I use this map as an example of what to do.

Venetia

[HL2] - de_venetia

This was my first foray into the world of Counter-Strike mapping. Unfortunately, due to University commitments, I abandoned the map after over a years worth of work. It still looks kinda pretty though!

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© Anthony J. Scarcella, 2009 Mail icon