Hey, my name is Josh. I'm a level designer with experience in Source and legacy versions of Unreal. I've been making levels for 5 years and have worked with multiple independent developer teams to create multiplayer and singleplayer experiences. Below is some of my work.
This is a near 1-to-1 recreation of Necropolis from Overwatch. I blocked out the layout from eye, mostly using screenshots from Overwatch aswell as running around the actual map to gauge scale. It took around a month's worth of time to finish. I have source files up for anyone interested which can be found here.
Heavily inspired by Quake's Longest Yard. Is desined to facilitate fast action and quick decision making. Portals act as a quick escape and allow players access to the higer areas of the level.
Player's fight over abandond sawblades and old wood in this Lumberyard FFA map. Designed for the Core: Arenas of Combat - Level Design Contest, it took about two weeks to blockout, playtest and fully artpass before the deadline.
The goal for this level was to make a map for HL2:DM that wasen't another just killbox and that stayed aesthetically consistant with Half-Life 2. The layout was desined with a smaller playercount in mind, specifically 3-5 players.