“The successful [designers] are the ones who can think up things for the rest of the world to keep busy at.”

Don Marquis


“Problems cannot be solved at the same level of awareness that created them.”

Albert Einstein


“The concept for PITFALL took less than 10 minutes. The difficult part was sitting at the computer, for over 1,000 hours, and making it happen.”

David Crane


“Evolution seems to be true, and has produced a sufficiently conflicted organism and society to entertain most human beings for their lives.”

Unknown


“The wise are instructed by reason; the ordinary minds by experience; the stupid, by necessity; and brutes by instinct.”

Unknown


“Change before you have to.”

Jack Welch


Welcome to my Portfolio!

My name is Brent Mitchell, and I am a Game and Level Designer. This main page is my portfolio at a glance, summing up the best of my work. There are many other pages to peruse should you choose to dig deeper, which are found in the navigation menu on the left.

If you see an ActiveX warning, please accept it, as that runs the navigation menu.

Some notable links:

About the Site

Professional Experience

Download my Resume

Contact Page

About Me

Portfolio At A Glance

This page offers a quick view of my portfolio. Every piece of my portfolio shown here has its own linked webpage which offers greater detail and design discussion. I have multiple levels released, an animated robot video, and a few game designs.




Level Design: Ns_Nexus

Ns_Nexus is a full-sized Spaceship level for the Natural Selection Mod, filled with design intricacies and innovation.

Load it up and enjoy exploring a star ship! Or find a server running it online, and enjoy a 15 v 15, marines versus aliens, multiplayer game!


Overview:


Screenshots:


Nexus also has multiple hidden routes and jump puzzles. Here are a few examples.


Full Ns_Nexus Page

Click here to go to the Nexus Page. It has 7 pages of design discussions, 32 screenshots linked into a Screenshot ImageMap, the download link and the install instructions.




Level Design: De_Cover

De_Cover is a level for Counter-Strike Source that is in a class all of its own. One part sniperwar, one part attack-and-defend, and one part class-based gameplay.

Four buildings surround a battlefield littered with cover; the bombsite is in the very middle. Depending on their team and spawn location, each player will spawn as one of a few classes. Terrorists spawn as Assault, Counter-Sniping and Building Skirmisher classes, while Counter-Terrorists spawn as either Ground Assault, Window Snipers or Window Machinegunners.


Overview:

The following image shows the general layout, spawn placement and gameflow for Cover.


Screenshots:


Full De_Cover Page

Click here to go to the De_Cover Page. It has 3 pages of design discussions, 22 screenshots, the download link and the install instructions.

Note that Cover is bot-enabled and optimized, so the map can be played offline. Playing against real opponents in 10 v 10 to 32 v 32 is recommended for the full experience.


Level Design: 1v1_ScoutFlash

As a 1v1 or 2v2 map for Counter-Strike Source, ScoutFlash pits players against each other in a rooftop battle.

ScoutFlash is notable for two reasons: Its surprisingly restricted gamespace, and its novel gameplay.


Screenshots:


Fits in a box!

Aside from the novel gameplay (described in detail on the ScoutFlash page), this map is notable for its restricted gamespace. Using a sneaky 3d Skybox trick, the entire rooftop, surrounding city, and scripted assets fit in a 512-unit^3 box!

Click here to go to the 1v1_ScoutFlash Page. It has design discussions, 11 screenshots, the download link and the install instructions.

Note that ScoutFlash is bot-enabled and optimized, so the map can be played offline. Playing against real opponents in 1 v 1 or 2 v 2 is recommended for the full experience.


Modeling & Animation: Transforming Bots

The video says it all. All modeling, animation and camerawork done by myself. The goal was to make bots that could fold up and remain hidden until called upon.

Click here to go to the Animated Models Page.


Game Design: "KnockDown"

Two words. Mid-air Jousting.

As players perform high-flying jumps over dangerous ground, they attack each other with physics-based weapons to knock each other down. Contains upgradeable abilities and weapons coupled with fast exhilarating gameplay and mid-air jousting.

Alpha Video

The following is an early alpha video demonstrating the 'Launch Pads' from the Kd_Cave prototype. Every platform is surrounded by launch pads, each of which will launch the player through the air towards the estimated desired platform.


Download the original, outdated 5-page proposal. The pitch doc is being completely revamped now that I have professional experience creating them; the new proposal is estimated at ~40 pages. Note that this design is public domain.

Click here to go to the Game Designs Page.

Game Design: "Hard Time" Board Game

You’ve been sentenced to prison! Find tools, beware of your enemies, and dig your way to freedom!

Hard Time is a 4-player board game where each player is an inmate in prison. The players take turns acquiring new 'tools' (more dice and stronger abilities), digging towards freedom (or collapse their enemies' tunnels), or outright attacking their opponents.

The game requires 6 dice, one fine dry-erase marker, a pointable object to represent the Guard (e.g. any standard key or pen cap), the Game Board, and the Roll Board. There are also the instructions and rules for play. Optimally, both Game and Roll Boards should be printed and laminated before play, or put into a plastic sleeve.


Click here to go to the Game Designs Page.

Level Design: Ns_Stage (W.I.P.)

A research station on a remote planet gets infested by the Kharaa aliens!

One of many W.I.P.s I have, and the closest to being released. I plan to port both Stage and Nexus to NS2 soon after its retail release.


Progress: 75% Complete


Ns_Stage will get its own design discussion page once it is released.



Level Design: L4D W.I.P.

My other main work in progress is a Left 4 Dead campaign.

The players wake in an underground military medical facility already overrun; there are a lot of unanswered questions. Players fight to the surface only to find themselves in deep country, the facility obviously a secret. They work their way towards the city, find a ride, and then fight through the downtown core. The campaign ends in the suburbs, where the players hole up in an National Guardsmen's Armory near the waterfront. An airstrike breaks open the final barricade and they escape on the water.

I'm currently blocking out the underground and finale levels. Sorry, no screens yet.



Download my Resume

Go To: Contact Information