




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.
Downloads for it can be found on Gamebanana and the Workshop





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.
Can be played on Core.





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.
Can be played on Core.





This is a map I started working on after playing a few matches of Half-Life 2: Deathmatch. I wanted to make a map that wasen't another killbox and that stayed thematically consistant with Half-Life 2. The layout was desined with a smaller playercount in mind, specifically 3-5 players. Areas in the map are made to provide the player with mutiple options for routes, the player is never forced into a deadend.
Downloads for it can be found on Gamebanana.