Level design and art

MAPS FOR A NEW ERA

After taking my first steps into level design and world-building with Counter-Strike: Global Offensive, I continued creating levels following the game’s upgrade and rebranding form the Source 2 engine. This transition unlocked new levels of graphical fidelity and provided an opportunity to refine my skills in a modern engine, utilizing PBR workflows, mesh-based geometry, and modern lighting systems.

I chose to focus on the Wingman mode, where two teams of two face off in shorter matches. The smaller maps allowed for quicker iteration and the freedom to experiment with more innovative layouts, unburdened by the constraints of designing for ten players. Working alongside co-contributors, I helped bring these locations to life, contributing to level design, art, lighting, and sound design.

Assembly was featured in the first Counter-Strike 2 community map rotation. After its removal in November 2024, Valve selected Whistle and Palais for official inclusion. The links below lead to their respective pages on the Steam Workshop.