I’ve been a level designer at Crowbar Collective since around 2007. My first task after joining was to rework Undertow and bring it up to the standards of other multiplayer maps we had at the time, although that version was never released and was subsequently redone again; it was still a great learning experience. Following after Undertow I started work on the later parts of Unforeseen Consequences (the coolant labs & lower canals sections) & then onto assisting with detailing and level design work on a few parts of Questionable Ethics.
Following the mod release in 2012 I & others set about working through the large number of bug reports we had received and endeavored to resolve all possible combined with making level design & visual improvements where possible. A few old blog posts I wrote regarding the fixing endeavors can be found & if you are interested in reading more. I also assisted in detailing & optimization work on the multiplayer map Crossfire.
My primary focus for Xen development was assisting in extra detail work that was needed on the Xen chapter followed by early blockout work and assisting in arting sections of the Gonarch chapter; in particular the headcrab canyon and water cave & assisting in detailing sections of Interloper chapter both interior and exterior.
I’d always enjoyed tinkering with map editors that came with games I played like the Age of Empire series & Red Faction, but I think my interest in modding and then subsequently game development stems from being introduced to Half-Life modding by an old secondary school friend of mine. He was part of a modding community called TWHL (The Whole Half-Life) from there I started to experiment & make levels for various competitions they ran and then onto joining various Half-Life and Half-Life 2 mods before joining Black Mesa.
I don’t think I could point to one specific thing but trying to figure out creative ways to overcome hurdles that are thrown your way due to engine limitations and such has been the general gist of working as a level designer while on Black Mesa.
When the Hammer model viewer would break constantly requiring it to be restarted. But then realizing that I could fix it by simply closing the browser and moving the mouse cursor between the 3D & 2D views to resolve the issue instead of restarting the entire program: that was definitely a boost to my productivity when it came to arting levels and in particular the various parts of Xen.
While I didn’t directly study game design, I did however for Graphic Design & Communication which indirectly helped in regards to composition, lighting & detailing among others for my role as a level designer & environmental arting.
I try to watch streams of Black Mesa when I have the chance, usually lurking, however. They’re a great source of seeing a wide spectrum of people playing your game and seeing if something does or doesn’t work to perhaps try and improve it. My particular favorite thing to do is watch people’s reactions to seeing parts of Black Mesa for the first time, the reveals of Xen & Gonarch and its subsequent chapter-long battle never get old to see.
Poke 646 is usually one that springs to mind whenever I think of old Half-Life mods that I had a lot of fun playing, But I think special mention should be given to the many multiplayer based mods that I have sunk many hours in to like Day of Defeat, The specialists and in particular Natural Selection which was a personal favorite with its interesting gameplay & setting. In recent years Half-life: Echoes has been a standout, along with Caged, Year Long Alarm & Azure sheep among others.
I will always accept pineapple placed atop a delicious pizza, especially on a sourdough base.