“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
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.
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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!
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Nexus also has multiple hidden routes and jump puzzles. Here are a few examples.
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As Nexus was built as a full spaceship, it was only natural to model the outer shell using the level skeleton. I plan on texturing this one day!
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.
Boxed In is set within a Canadian embassy compound. The embassy's buildings encapsulate a large courtyard, which becomes the focal point of the level. Following the theme, I'm planning on adding multiple custom models and textures, such as large draping flags and l4d2-style wall scribbles. Although it's a long shot, I'd love to have Mountie Common Infected and a Timmies Coffee model replacement for Adrenaline Shots.
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Boxed In is a set-piece environment similar in concept to the Atrium finale of the Dead Center Campaign. It offers a scavenge-style campaign finale while also offering support for scavenge mp and survival modes. The level geometry has been whiteboxed and is currently undergoing playtesting and first-pass detailing before I settle on the final geometry and do the final detail passes.
Do note that this level has a lot of indoor areas and paths running through the buildings of the embasssy, which circle around and over the courtyard. Once I do a lighting pass I'll add screenshots.
Origin is the full campaign that runs up to Boxed In. 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 reaches its finale once the survivors enter the Canadian Embassy.
I'm currently blocking out the first two levels (sorry, no screens yet), and the finale WIP is posted above.
ScoutFlash is notable for two reasons: Its surprisingly restricted gamespace, and its novel gameplay.
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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!
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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.
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.
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.
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.
Click here to go to the Game Designs Page.
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.
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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.
Note: This level is in need of a visuals makeover. I built this as a relatively novice mapper and didn't fit the gameplay to a believable environment. The gameplay remains fantastic though!
The following image shows the general layout, spawn placement and gameflow for Cover.
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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.
This is a WIP I've had for almost two few years, a darling side-side-project. Although NS is on the archaic HL1 engine, the gameplay often sucks me back into the game, which in turn often incites me to keep developing Stage.
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Ns_Stage will get its own design discussion page once it is released.
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.