Day of Infamy was created by New World Interactive and was released on March 23, 2017 for Early Access on Steam for PC & MAC.

As one of the Lead Level Designers and Environment Artists of Day of Infamy, I was responsible for the helping the level design by creating style and layout guides, terrain sculpting, art and asset placement for many of the levels and environments shown below. Day of Infamy used Source SDK / Hammer for development alongside Maya, 3DS Max, and Photoshop for asset creation.

Note: Some of the environments in the current build of Day of Infamy have been altered slightly from original design and art showcased here. Special thanks to friends and colleagues at New World Interactive past and present. Games are a collaboration and I am thankful I am able to be a part of that.

 level | Sicily

Sicily is Day of Infamy's medium-scale design for core game modes. I was responsible for adjustments to the layout, style guideart placement, lighting and multiple creating custom models, materials for the map. (Source Engine)

 level | dog red

For Dog Red, I was responsible for creating terrain and level materials, lighting, art placement and map style guide. Responsible for final design and art polish for the map (Source Engine)

 level | flakturm

For Flakturm, I collaborated on core design with the talented Jan Huygelen and Christiaan Bakker. Created various models and materials for the map. Assisted with lighting, art placement and map style guides for interior and exteriors. (Source Engine)

style guides

For Day of Infamy, I created architecture and mood style guide used throughout all levels. As Level Design was responsible for the asset placement and art within each level, it was important to create a a foundation for how to use and place assets. In addition, I created many custom materials and props.

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