top of page
Lucas Lemmond
Game Designer | Level Designer
Site

Main

Building

Mesh2

Main
1/8
Design
Being one of the iconic levels from TimeSplitters 1, I wanted to keep this level as original as possible but modernizing the topology and detail of the map. I was wanted to make changes to cater to the new platform for the series. To better fit the new PC player controller, more objects were added to support the new aiming systems. Tunnels were made larger so that players can now pass each other. An extra door was added to the center structure to better balance level flow.
Spaceship

Command

Engine Room

Process

Command
1/16
Overview
Spaceship is a completely redesigned PVP level from TimeSplitters 1. I worked with one other designer to create the new designs of Spaceship. I was fully responsible to creating all iterations of the block-out and level testing. I worked closely with one environment artist to finalize modular meshes of block-out iterations for build.
Design
The team felt the original design of Spaceship was lacking and did not fit with the overall vision of gameplay and redesigned player controller. The original map lacked balance and spatial awareness, where players often found themselves lost in the level. The original also lacked the visual theme of taking place in a spaceship. Recreating Spaceship I wanted to create a symmetrical level to simplify the shape and balance of the map. It was also important to maintain some aspects of the original level. I took the major landmarks and modernized them to maintain their original utility, such as the loading dock, engine room, and the command center. All 3 major landmarks were then placed in locations to symbolize the shape of a spaceship and were all connected with 3+ alternate paths to reach all locations. Then each side path was also given a major theme, such as the kitchen, sleeping quarters, medical lab, and storage. This was important to aid players in always knowing where they are in the level.
Map Maker

Alien Tiles

Alien Tiles

J Tiles Top
Comparison of themes

Alien Tiles
1/9
Overview
Time Splitters Rewind Map Maker is a remake of one of the most icon features of the TimeSplitters series. For this project I lead 3 designers in creating all modular map tiles. I created documentation, and organizational spread sheets to keep track of all tiles being created and progress of the feature. I was also responsible planning, designing, testing, quality check, and consistency of all finished assets. While managing all assets I also created blackouts of 2 full sets of modular assets in Blender.
Design
When designing the assets of the map maker. The team felt it was important to maintain the simplicity and accessibility of the original that made the feature memorable. When creating the assets we took all original themes; Alien, Industrial, Gothic, Virtual, and Spaceport. Each theme remained but tile details were completely redesigned and modernized. There are 5 tiles sets each with 21 unique modular assets. A set of 21 original assets were made as outline metrics then each blackout was built within the metrics to ensure modular tiles all fit together.
Training Grounds

Red Base

Base Inside

Process

Red Base
1/14
Overview
Training Grounds is a redesigned objective PVP map from TimeSplitters 2 I was responsible for all designs, block-out iterations, and objective variants of Training Grounds. Block-out was created in blender and testing was conducted by myself in Unreal 4. I worked closely with 1 programmer to ensure all variations of the redesign fit with objective game modes and balancing. Such as ensuring sections of the map can be blocked off to accommodate linear escort objectives.
Design
Considered one of the best maps from TimeSplitters 2, I decided that that base structure of Training Grounds map would be kept original. I also decided to make some major changes to better accommodate the new player controller and platform. Many spatial changes were made the map. More space as added to the main valley to allow for more long range action and intense fights. The waterfall section of the valley was opened up and turned into a choke point filled with power up items. This removed the linear nature of the map and added new opportunities for strategy and player choice. Multiple iterations of the map was made for map specific game modes and changes by blocking off sections of the map.
bottom of page