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files are © Cayle George.
For
F.E.A.R. 2 I designed Revolver and Dredge, two fast paced multiplayer environments.
Both were created with special attention focused on fluid connectivity and rewarding
aggressive and smart game play. I worked meticulously to create spaces that
could grow with the player, offer challenges and replayability at any experience
level.
After F.E.A.R. 2 released, I took the lead designing the first downloadable
content package (DLC) for the game. With a barebones team I created two of the
three multiplayer environments that made up the first DLC, the Miniature Replica
Soldiers Map Pack. These two Levels, FullTilt and Cockroach focused on fun lighthearted
themes while retaining the action packed game play that is the hallmark of the
franchise.
Moving forward, I designed the multiplayer level Conductor for the second DLC
installment, the Armored Front Map Pack. A large roundhouse centered along a
train line, Conductor capitalizes on the gritty nature of a worn industrial
district to create a vicious crossfire challenging players in team based combat.
Throughout my work on F.E.A.R. 2 at Monolith, I loved the freedom I was given
to work on environments that truly express the type of game play I enjoy - From
concept to completion, working every step of the way, to ensure the layout,
mechanics and art all combined to create environments I feel are truly fun!

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.
From the start of production I focused a small team creating the different multiplayer
game modes including the critically acclaimed forensic and team oriented Crime
Scene.
A first person action thriller, Bloodshot focuses 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 Half-Life 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 Half-Life
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 Half-Life
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 Half-Life 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 at 2015 inc. 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.