insurgency
Insurgency was created by New World Interactive and was released on January 22, 2014 on Steam for PC & MAC. Since launch, Insurgency has grown to over more than 4 million users with continual content updates into 2017.
As one of the Lead Level Designers of Insurgency, I was responsible for the level design, terrain sculpting, art and asset placement for many of the levels and environments shown below. Insurgency 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 Insurgency 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 | district
District is a level created for Insurgency's medium-scale design for core game modes.
As part of the team at New World Interactive, I was responsible for level design, block mesh, terrain sculpting, art placement, lighting and creation of multiple custom assets (models, materials) for District.

level | market
Market - This map was also designed to complement Insurgency’s Push and cooperative Hunt modes. A linear flow with flanking opportunities around the middle clash on the main road.
Collaborating with Valentin Levillain and Matthias Schmidt, I was responsible for level design, various iterations of the block mesh, terrain sculpting, art placement, lighting and creation of multiple custom assets (models, materials) for Market. Valentin Levillain helped establish the architecture style the map uses today and helped bring the map to completion. I was tasked with the final polish and art placement before release.

level | siege
SIEGE - This map was a small-scale design for tighter game modes for Insurgency.
Siege was an extension of the level, “Ramadi”— a level I had originally designed for Insurgency “Mod” — a modification for Half-Life 2's Source Engine released years earlier. For retail release, collaborating with Valentin Levillain and Matthias Schmidt, I was responsible for level design, various iterations of the block mesh, terrain sculpting, art placement, lighting and creation of multiple custom assets (models, materials) for Siege. Valentin Levillain helped establish the architecture style the map uses today and helped bring the map to completion. I was tasked with the final polish and art placement before release.

level | ministry
MINISTRY - Ministry was designed by Spencer Rose for Insurgency's medium-scale, competitive game modes.
Ministry’s original layout and design was created by Spencer Rose. I was responsible for assisting in the environment art update for Ministry—creating, composing, and placing multiple meshes and materials for the level’s environment art update.

level | peak
PEAK - This map was designed for Insurgency's large-scale game modes.
For Peak, I was responsible for the level design, block mesh, terrain sculpting, art placement, lighting and creation of multiple custom assets (models, materials) and bringing the level to completion.

level | revolt
REVOLT - This map was a medium-scale design for core game modes for Insurgency.
For Revolt & Revolt Night, I was responsible for the level design, block mesh, terrain sculpting, art placement, lighting and creation of multiple custom assets (models, materials) and bringing the level to completion.