Passion and presentation are the driving forces behind making my worlds come alive, I love what I do and continue to create levels for gaming communities in my spare time. I continue to make mistakes and continue to learn from them, I hope to one day pass on my learnings to anyone else wanting to enter this industry of ours. In the meantime, I'm a not-so-good vegetarian and an avid whistler with a voice that is perhaps a little too deep for the small nature of its body.

I can be reached here:

Kristopher Howl

 

 
 
   
 

Senior Level Designer
Crytek GmbH - Budapest
Unannounced (CryEngine 3)

Level Designer
Ubisoft Montreal
Far Cry 2 (Dunia) {Video01Video demonstrating gameplay around a guard outpost, situated just outside a key story location. Found towards the end of the game.}
Rainbow Six: Vegas (Unreal 3) {Video01The Mexico Reveal video from IGN. Mexico was my primary location in RS: Vegas. Comprising of 7 streamed levels overall.,Video02Also a location Reveal video from IGN. I took over a part of this location mid-production, my work is the Fremont street replica.}

Level Designer / Technical Designer
Ratbag / Midway Studios Australia
Unannounced project (Inhouse)

World Builder
Micro Forté
Indentity-Zero (Big World) {Video01A trailer for the first game I worked on. Still deeply miss this project and am saddened that the public were unable to experience it.}

 
 

 

 
   
 


Great Heights

Three round payload map for Team Fortress 2. It's an ongoing project, restarted a couple of times to get the gameplay to a level I was comfortable with. So far it's had around 4-5 months of development time, a couple hours each day.

Emphasised on playing at great heights, players have to be careful of their surroundings as falling to your death isn't uncommon.

More info...


 
 
 

 


The Aquatics

Multiplayer level built using GTKRadiant. My first publicly released level (March 2002), my inexperience at the time shows through some poor optimisation choices.

Strayed away from the Star Wars theme but all in all was well received by those who played it - except for one user who was adamant the laws of physics should not be defied, even in a game... with force powers.


 
 


Verlassener Stuetzpunkt & Mystique

A standard deathmatch level (Verlassener) (May 2002) and a smaller variant meant for Saber and 1on1 weaponry duels (Mystique) (April 2002).

Better on the optimisation front but lacking in design when it comes to creating a good environment for all force powers.

I went with my own theme again and steered clear of Star Wars.


 
 
 

 


Single Player Mission

A short, single player mission for Call of Duty (March 2004). First custom single player level to be released to the Call of Duty Community. Feature map on both CoDFiles.com and PlanetCallofDuty.com

Average downloads of around 35,000.