Blog

Designing a CS:GO Level

Intro & Context: In this Level Design blog, I’m going to talk about the creation of one of my earlier competitive CS:GO maps (created in Hammer). The map itself is called Isla de Piedra (excuse my broken attempt at naming the map in a foreign language) and is set somewhere in Ibiza, Spain. The “islas …

Guiding the Player without UI

Many games out there provide the player with endless UI-options, quest markers and explanations of where to go, what to do or who to interact with – Skyrim comes to mind. Providing too many UI-Indicators or whatnot often ruins the exploration immersion in first-person games for me personally. Especially in games that are that focused …