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Rocinha - Detailed Info
Overview: Shanty-Town or Rocinha is a custom CS GO 2 (Counter Strike Global Offensive 2) level set within the urban jungle of Rocinha, a Brazilian slum or "Favela" in Rio de Janeiro. Rocinha was originally designed for the bomb defusal gamemode but could also be used for deathmatch. See below for more detailed information. Map Evolution: Block Out (Week 12) Development after the playtest Sewer pathway added based on playtest feedback Photo taken during an online playtest Bloc
michael71510
Oct 30, 20252 min read
Snowbound level 6 plan
Goals Make a level which acts as a platform to create a dramatic ending to the game As the player I want to feel that there is a sense of pressure or tension when being chased but that I still have enough margin to complete the level without failing. As the player I want the QTEs to give me something to thinkabout/make the level more interesting but not be unfair The level has a basic structure which feels good to play but could be expanded on later if/when the team has a mor
michael71510
Oct 15, 20252 min read
Snowbound level 5 plan
Goals As a designer I want to make it clear that touching any of the webs will alert the spider because I want to make it clear to the player what the threat is and to give the player a fair chance at avoiding the threat Beats car split into 3 sections Player must figure out how to get through the spiders web (QTEs to move through webs?) Player must ring bell to get spiders attention so it comes to attack Player Player baits spider (by crouching or QTE) into using web attack
michael71510
Oct 15, 20252 min read
Snowbound level 4 plan
Goals As the player I dont want to be handed the answer to the puzzle so that my cognative ability is challenges, so I feel rewarded from solvin it As the player I want all the clues on how to solve the puzzle to be in the environment so that I am given all the information I need to solve the puzzle. As the designer I want to use the puzzle as an environmental storytelling tool so that I can teach the player more about the narrative without dialoge in a way which leaves room
michael71510
Oct 15, 20252 min read
Snowbound Level 1 plan
Goals As the player I want to be introduced into the game + narrative and be given a change to get aclimatised to the controls and mechanics As the player I dont want to be thrown into a difficult/compelx level/I want information to be handed to me one by one Experience should not rely on audio but use it as an added bonus Beats Bellboy - warns player that train staff are all threat from level 2 onwards "The other staff members won't be as friendly as me" + "if I see you aga
michael71510
Oct 15, 20252 min read
References
Project: All work in this level was created by myself (Michael Sanderson, 27 th April 2025) using only the resources available to me...
michael71510
Aug 28, 20252 min read
Project Reflection
Looking back at this project, I believe that I was able to learn a lot about how to design scripted events, puzzles and set up combat...
michael71510
Aug 28, 20251 min read


Week 13
Over easter I started refining my level, by acting on the playtesting feedback from week 12. One core piece of feedback was that the...
michael71510
Aug 28, 20251 min read


Week 12
This week, I have primarily started the process of refining the level since we are coming up to the submission date. To start this...
michael71510
Aug 28, 20253 min read


Week 11
This week I managed to get the helicopter to spawn in and fly to the specific point where it starts attacking the player (Figure 16)....
michael71510
Aug 28, 20252 min read


Week 10
Continuing from last week, I have created my Dishonored inspired "vantage point" idea in engine which was I wanted to add this feature...
michael71510
Aug 28, 20253 min read


Week 9
Following on from last week I am considering moving the dropship encounter to the end of the level. I think this would be a better...
michael71510
Aug 28, 20252 min read


Week 8
This week I began creating a second gravity gun puzzle where the player must use the gravity gun to break some wooden boards (See Figure...
michael71510
Aug 28, 20251 min read


Week 7
I began week 7 by learning how to make and implemented a scripted sequence for a metropolis NPC. In this sequence a Metropolice Trooper...
michael71510
Aug 28, 20253 min read


Week 6
This week I created a sprint board so I can set milestones and deadlines to help organise my thoughts and keep me on track throughout...
michael71510
Aug 28, 20252 min read


Week 5
Since last week I have decided against specialising on lighting for this level, because I think it would take away time from developing...
michael71510
Aug 28, 20253 min read


Week 4
This week I continued blocking out the apartment. My main problem has been getting the scaling right for the staircase. Currently the...
michael71510
Aug 28, 20252 min read


Week 3
The HL2 style of level design This week I bought and played HL2 for around an hour, so I could get first-hand experience of how the...
michael71510
Aug 28, 20252 min read


Week 2
Understanding the brief After speaking to the lecturers on Friday, I now know that the brief is more about creating a DLC/level for an...
michael71510
Aug 28, 20253 min read
Week 1
My initial idea My initial idea for this project is to create a Half Life 2 (HL2) level based on the themes of role-reversal and "you...
michael71510
Aug 28, 20253 min read
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