This was a quick sketch that was used to communicate a level layout concept: how to create a space that had a lot of game play packed into a small piece of terrain.

The player first enters the space (A) and can see their goal (E) through the locked iron gate. Now the player is diverted into a cafe (B) where they would enter into a firefight with enemy units across the river (D). Next the player moves to (C) where once again the path is blocked. The player then jumps the river and fights his way to (D) where he becomes engaged in a firefight with newly arrived enemies at the café (B) thus changing the feel of the firefight while still taking place within a fairly small piece of geo.

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On Blood Omen 2 a fellow designer was struggling to define the space for a puzzle that he was working on and asked for my help. Here are some of the drawings that I made in order to help him plan out his architecture.

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This line drawing was done for a Yacht galley for an unreleased Bond game. I was striving to do a sketch that would allow the level artist to construct the space with the minimum number of questions/unknowns.