Website and content by Cayle
George. Use of content from this website is restricted. Refer to the laws
and regulations governing your area to determine your rights as to the use
of the content contained here in. All textures, levels (maps) and all associated
files are © Cayle George.
From
2006 to 2008 I worked as a Senior Level Designer at Monolith Productions spearheading
the design of the multiplayer component of Condemned 2: Bloodshot.
Bloodshot is a first person action thriller focusing on melee combat, forensic
investigation and chilling horror. The multiplayer modes take advantage of these
features providing an intense head to head experience on the Xbox 360 and PS3.
As
a present to my older brother on his birthday, I created for him a complete
Half-Life modification named Big Lolly!
Big Lolly is a Single and Multiplayer mod based on a candy-dreamworld.
You encounter new creatures and weapons as you battle your way to the candy
treasure!
Surely a unique and enjoyable experience for any player!
This
single player mission was created in response to a level design test I was given
by a gaming company during my interview process with them.
I was allowed 7 days to complete the entire project which consisted of: A complete
single player mission revolving around a given story line, new models weapons
and creatures, all new textures and sprites, new sounds and a custom single
player interface.
A very exciting mission, which was even more fun to build!
Caged
is a level which was designed for Project: Quantum Leap, a single-player mission
pack. The goal of the project was to create an experience where the player went
from one single-player map to the next, each by a different designer, without
a consistent theme or storyline, (much like the television show Quantum Leap).
Caged sets the player deep inside the cell block of a maximum security prison.
The mission features a rich balance between combat and puzzle, challenging the
player through out their escape!
Learn how it was made -
Download includes level design source!

Urban
Nights is a map included in the Mod The Specialists. It is a huge map
set in a large urban environment. Gameplay flows from city streets to building
rooftops. Not only is the level completely unique in the world of HL design,
but it came together graphically, stylistically and most importantly in its
game play. Few things come close to the 32 player deathmatch games I've had
in Urban Nights. The level was initially released with The Specialists
v2.0.
Fireball is a map for the Quake1-themed mod Deathmatch Clasic. The level
follows all of the themes of classic multiplayer gaming.
The map is tailored toward tightly-knit and action-packed FAST gameplay.
Fireball has beautiful visuals and effects while including fun features like
super-secret areas!
Rapidtransit
is a defusion map for the Counter-Strike modification of Half-Life. The level
takes place in a subway station, and it features good action-packed gameplay
with a lot of fun elements to keep every game fun and unique.
Player reviews:
-=[ROC]=-FoxHound : "I
LOVE THIS MAP"
[N0$ki||z]Dan : "Wow..
this map is real well done"
=CC=Dr. Ogenki : "This
map fucking blows"
-]INF[-COcKiE : "Map
looks nice!"
CS-BOOT/LAGGER-{B.C} : "This
is the coolest map yet!"
[myg0t]alfr3dd3 : "Map
is gay"
Birdi3 : "vote
de_rapidtransit!"


I
worked as a level designer on Men of Valor from approximately October 2003 to
October of 2004.
In essence, Men of Valor is a first person shooter which takes place during
the Vietnam War. It is available for the PC and Xbox, and features a strong
single player and co-op campaign. The game includes multiplayer support for
up to 24 players on-line - from standard deathmatch to objective based gameplay.
During production, I put a lot of time into scripting very immersive environments
for the player. Designing the rich jungles and urban areas was a blast... I
will always have fond memories of Men of Valor, I made some really good friends
while working on the project.
Firepower
is an unreleased cooperative multiplayer project between two other designers,
a number of artists and myself. We utilized Doom3 to create a battle scarred
financial district in the center of a large furturistic city.
The sheer scale of the project was what intrested me the most about firepower.
Creating such a large open environment in a bsp based engine was a wonderful
challenge, and developing special scripts for some of the more advanced features
of the level was a real treat!
Some
of my first experience with the Doom3 engine was designing a furturistic data
center named NovaLight. Digging in to the new technology I got a great taste
for all the wonderful things taht could be done with the powerful shader and
scripting system.
I developed some complex scripts for the central data sphere which was in constant
rotation and came apart very similar to a jigsaw-puzzle. The art-deco theme
came together very well with the rich colors and dynamic lighting.