• LEVEL DESIGN

    Personal Projects

  • | Custom Level for Half-Life Alyx |

    | Build time 12 months |

    | Released July 2022 |

    Storm Drain is a polished hour-length level which feels like a Half-Life: Alyx chapter, yet introduces numerous unique puzzles and combat encounters designed from the ground-up for an immersive VR experience. This project was developed in my free time on weekends/evenings.

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    POST-HUMAN

    Half-Life: Alyx

    â–  Build time 2 months

    â–  Released March 2023

     

    I designed a five minute VR cutscene for the Half-Life: Alyx addon Post-Human. I complemented this VR cutscene by authoring many custom materials, models, animations, and sound effects.

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    RED LIGHT GREEN LIGHT

    Counter-Strike: Global Offensive

    â–  Build time 2 months

    â–  Released February 2022

     

    I made Red Light Green Light from the hit television series Squid Game in CS:GO. Extensive use of complex scripting and v-scripting. Move at the wrong time and you die!

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    THE EYECONIC ODYSSEY

    Counter-Strike: Global Offensive

    â–  Build time 3 months

    â–  Released January 2021

     

    A cooperative adventure through a 90s VHS tape. Very non-standard gameplay for CS:GO. Extreme focus on storytelling and complex scripting.

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    MAFIA

    Counter-Strike: Global Offensive

    â–  Build time 18 months

    â–  Privately released February 2018

     

    I brought the Mafia game-mode to CS:GO. I Had to creatively overcome numerous engine limitations to get a functioning development build which was successfully tested with 16 players.

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    DROP ZONE

    Counter-Strike: Global Offensive

    â–  Build time 6 months

    â–  Privately released January 2015

     

    I made a battle royale in CS:GO before DZ or PUBG were released. Extremely large FFA map where players must fight each other until the last man standing.

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    THE EAGLE

    Counter-Strike: Source

    â–  Build time 6 months

    â–  Privately released January 2013

     

    A full recreation of the entire first dungeon from the original Legend of Zelda designed for cooperative play in Counter-Strike: Source. Shows my early proclivity for extensive scripting.

  • Storm Drain (2022)

    Half-Life Alyx

    Storm Drain is an hour long level designed for Half-Life: Alyx. It combines a variety of interior and exterior locations while focusing on:
    • Compact, but multi-purpose use of space
    • Guiding the player intuitively to goals
    • Balancing combat and puzzles

    PUZZLES DESIGNED FOR VR

    INTERACTIVE OVERVIEW

    (Interact with viewer to zoom, pan, and advance slides)
  • Post-Human (2023)

    Half-Life: Alyx

     

    I was invited to collaborate on the Half-Life: Alyx addon Post-Human by the project director Abraham Lee. My task was to create an engaging VR cutscene to set the brooding tone and atmosphere of the addon. After discussing and storyboarding ideas with the team, I set out to create a nearly five-minute-long VR cutscene depicting a nightmare sequence followed by a convoy ambush.

     

    This was an interesting level to design as it required me to create a detailed ambush sequence with numerous choreographed actors while allowing the player to see and hear the action despite being imprisoned in the cab of a truck. The dream sequence was especially fun to work on and required me to collaborate directly with the project's composer to implement numerous effects and stingers throughout the scene.

     

    Below are videos showcasing the dream sequence and multiple angles of the convoy ambush:

    I also got to live out every teenager's fantasy of roleplaying a sci-fi cop during my performance of the convoy leader Six-Two.

  • Red Light Green Light (2022)

    Counter-Strike: Global Offensive

     

    My friends and I have been locked in a developer grudge-match for the last decade regarding who can come up with the most unusual or unique maps for the Counter-Strike franchise. As the host of this community event, I always put in the extra effort to make something special for my submission.

     

    This year's submission was a recreation of Red Light Green Light from the hit television show Squid Game. The map features extensive scripting and v-scripting to recreate the look and feel of the sequence as seen in the show. A special focus was placed on re-playability. Thus, the map contains multiple stages the players must traverse to reach safety.

    Bob Ross would have been proud of my hand painted clouds...
  • The Eyeconic Odyssey (2021)

    Counter-Strike: Global Offensive

     
    Based upon the 90s children's documentary series Eyewitness, The Eyeconic Odyssey is a co-op adventure map for CS:GO. It explores a parallel universe where our misguided protagonist, Danny, leads us on an adventure through time and space via a magical VHS tape.
     
    This map uses almost entirely custom assets to bring the vivid and imaginary scenes of the original show to life. This level is another example of my experience with complex scripting and dedication to pushing CS:GO above and beyond its comfort zone as a team-based first person shooter. I wanted players to have an experience, and an experience was had.
  • Mafia (2018)

    Counter-Strike: Global Offensive

     

    I Love the party games of Mafia and Werewolf. I love them so much, that I focused the majority of my creative output in-between university lectures pain-stakingly recreating the StarCraft II rendition of Mafia in CS:GO. You might think, was CS:GO equipped for creating such a game mode?

     

    Absolutely not, but that didn't stop me from finding creative solutions to bring this experience to life in CS:GO.

     

    This was my most ambitious scripting (I/O) and v-scripting (Squirrel, Lua) project to date. Featuring complex game rules, camera sequences, transitions, and dramatic player-lead discussions about who killed that chicken over there. While feature complete, I never quite found the time to finish the art for this project between graduating and finding a way to continue paying my bills. Below is a video showcasing the many features included in the map.

    For those unfamiliar with Mafia, I created a presentation to explain the rules.

  • Drop Zone (2015)

    Counter-Strike: Global Offensive

     

    Back when battle royales were in their infancy, I created a battle royale map for CS:GO. Drop Zone is a tremendously large arctic wasteland dotted with dense forests, bunkers, industrial facilities, and trains. An interesting fact about Drop Zone is that its development and release predates Danger Zone, Valve's official battle royale game mode included in CS:GO . This meant I had to develop my own solutions to resolve the issues of bringing the battle royale formula to CS:GO. I also find it ironic that they coincidentally have the same initials.

     

    The map includes custom player models and many retextured props to fit the arctic theme. Most of the complex scripting in this map is regarding the drop sequence which introduces players to the battlefield and the zone closures which push players to duke it out. Below is a video showcasing part of the drop sequence:

    INTERACTIVE OVERVIEW

    (Use slider to hide/reveal closure zones)

  • The Eagle (2013)

    Counter-Strike: Source

     

    The Eagle is a fully scripted recreation of the first dungeon in the original Legend of Zelda intended for cooperative play in CS:S. It contains all enemies, items, rooms, and behaviors presented in the original game, but adjusted for an extra dimension.

     

    Because The Eagle was developed for CS:S, v-scripting (Squirrel, Lua) was unavailable. Therefore, I had to rely extensively on logic and entity scripting to emulate the classic dungeon. Overall, the project was successful and well received by the community. Below is an abridged walkthrough of the Eagle.

  • MY DESIGN PROCESS

    Here's how the gears turn.

    1. Idea

    Establish the foundation of the gameplay experience. This can be a setting or a gameplay concept/hook.

     

    2. Reference

    Research and compile reference imagery which complements the setting.

     

     

    3. Prototype

    Prototype the concept or hook in test environments to ensure viability before incorporating it into the blockout.

    4. Blockout

    Define the playable space with attention to flow, scale, and framing. Consider the player's movement.

    5. Gameplay

    Establish the gameplay loops, puzzles, encounters, and other elements which the player will experience.

     

    6. Initial Details

    Establish fundamental details, basic materials, and lighting to guide the player. Focus on early readability.

    7. Playtesting

    Collect playtester feedback to assess the strengths and weaknesses of the level.

     

    8. Iterate

    Compile feedback and create a plan of action for addressing issues or concerns.

     

    9. Polish

    Expand upon visuals and audio to create a fully immersive environment. Optimize the level for solid performance.

    10. Playtesting

    Test, iterate, and polish cyclically until the level is shippable and all major concerns have been addressed.

    11. Release

    Collect additional player feedback and reflect upon challenges. Adapt my process to streamline future development.

    12. Support

    Fix bugs based upon severity. Address technical concerns or other issues.

     

     

  • Personal Level Design Projects

    • Storm Drain (Half-Life: Alyx)
    • Post-Human (Half-Life:Alyx)
    • Red Light Green light (CS:GO)
    • Eyeconic Odyssey light (CS:GO)
    • Mafia (CS:GO)
    • Drop Zone (CS:GO)
    • The Eagle (CS:S)

    Core Skills

    • Intuitive level design with respect for scale, flow, and composition
    • Iterative design and blocking out levels
    • Advanced scripting  (I/O and logic)
    • Advanced v-scripting (Squirrel and Lua)
    • Lighting, texturing, optimization, and sound design
    • Organizing, evaluating, and applying playtest feedback

    General Skills

    • Hard surface modeling
    • Material creation
    • Rigging and skin weighting
    • Rigid body animation
    • Programming (C#)

    Software

    • Source 1 and 2 (Hammer, ModelDoc, Material Editor, Particle Editor)
    • 3DS Max
    • Gimp
    • Photoshop
    • Unity
    • Jira
    • Ableton Live
    • Audacity
    • SAS Analytics
    • IBM Cognos Analytics
    • ArcGIS
    • Stata

     

    Experience

    • Regulation Manager and Writer (2021-Present)
    • Narcotics Fraud Regulator and Writer (2019-2021)
    • Narcotics Fraud Analyst (2018-2019)
    • Counter-Terrorism Research Assistant (2017) 

    Education

    • University of California, Berkeley. B.A. in International Relations (2017)
    • Saint Petersburg State University, Russia. Advanced Russian Language (2016)

    About me:

     

    Hello I'm Rostik Fomich! I am a level designer who loves creating.

     

    From an early age, I have always had a fascination with creation. One day this fascination found Source SDK. The rest is history.

     

    Over the years I have used this fascination to foster a robust set of level design skills and am interested in creating single player and multiplayer experiences. I consider myself well-versed in the philosophy of classic level design and am capable of producing polished projects from start to finish. I love to learn, and always challenge myself to pick up new skills.

     

    I currently work a cozy job writing laws. It pays the bills, but doesn't quite tickle my creative urges the same way level design does.

     

    Why me?

     

    I enjoy complex scripting and love to think outside the box.

    I have great attention to detail and dedication to completing my projects.

    I work tirelessly to improve my skills, design process, and knowledge.

    I'm an experienced collaborator and project manager.