Year: 2009
Game: Quake [Singleplayer Hub]
Name: Coagula 3 Start [coag3_start.rar]

This map was created using custom textures created by Undule. The level is a hub used to select difficulty and provide access to various maps.

I created this level for a community event in the small (yet still active) Q1 editing community. The theme of pack was maps floating in the void (or 'space' maps). I created this 'start map' over the course of a weekend to provide allow the pack to be played without manually loading each level.

Since the map didn't require AI enemies or other players, performance was less of an issue and I opted to take advantage of more powerful computers/engines and push the 12 year old Quake engine in terms of rendering limits. As such this is largely a graphical piece, although it obviously functions efficiently as a hub (and I feel adds a novel twist to the skill selection).

Year: 2006-07
Game: Quake 4 [unfinished CTF map file]
Download: q4_scraps.rar

I have created various pieces using iD Software's Doom 3 Tech, both for Doom 3 and Quake 4, in order to learn how to create realistic and interesting lighting within the limations of realtime lighting and current computing power. It has also allowed me to learn to use scripting languages rather than entirely entity based logic controls.

Please note this map is not in a finished state, however, I can provide map/script files on request to nntt.design@gmail.com

Year: 2004-05
Game: Doom 3 [unfinished single player/multiplayer map files/docs]
Download: d3_scraps.rar

I have created various pieces using iD Software's Doom 3 Tech, both for Doom 3 and Quake 4, in order to learn how to create realistic and interesting lighting within the limations of realtime lighting and current computing power. It has also allowed me to learn to use scripting languages rather than entirely entity based logic controls.

Please note this map is not in a finished state, however, I can provide map/script files on request to nntt.design@gmail.com

Year: 2002
Game: Quake III Arena [2v2/FFA]
Name: At Peace [gs3dm5.rar]

This level was created using the Vendetta texture set by Rorshach. The map was designed for competitive 2v2 play, however, it also works excellently for FFA play.

The map was designed for 2on2 play with the open corridors and unusual absence of a railgun combing to provide a style of play different from most Quake 3 maps. Visually my aim was to create a feeling of a military facility within a 1984-esque dystopia.

Year: 2001
Game: Quake III Arena [1v1]
Name: Entertain Us [gs3dm4b.rar]

This map uses the mrcleantex_3 texture pack by Mr. Clean. The map is designed almost exclusively for 1v1 play, but is still suitable for (admittedly brutal) 3 or 4 player FFA games.

The layout of this map creates a fast and brutal game for 1on1 matches and was used in the PlanetQuake "Top Dawg" 1on1 tournament. The visual focus of the map was to use simple textures to emphasise the abstract nature of the brushwork.

Year: 2000
Game: Quake [1v1/2v2/FFA]
Name: Discordant Harmony [rewired1.rar]

This map was created using custom textures from a variety of sources. It's a 1v1 focussed map, but is suitable for 2v2 or small FFA games.

The tight layout and high levels of connectivity were designed to encourage a faster, more aggressive gameplay style over more defensive play. As such it may not be suitable for highest level competitive play, but supplies what I feel is a more enjoyable 'casual play' experience.

While visually this level is relatively simple by today's standards, this is (in part) due to the limitations of the Quake engine. I feel that for a low polygon engine the level efficiently portrays an abandoned industrial zone.

Game: Gunfighter 2: Revenge of Jesse James
Company: Rebellion Development Inc.
Platform: PS2
Role: Level Designer / Scripter
Genre: Lightgun

A light gun game for the PlayStation 2 set in the wild west developed using Rebellion's in house Asura engine. My role on this game consisted of gameplay scripting using the in house tools in the majority of the game's levels. This included placement of enemies, logic pathways for sequencing player progression and creation of the camera paths for the player to follow.

Game: Judge Dredd: Dredd vs Death
Company: Rebellion Development Inc.
Platform: PC / XBox / PS2 / GameCube
Role: Level Designer / Scripter
Genre: FPS

This was a first-person shooter set in 2000AD's Judge Dredd universe developed using Rebellion's in house Asura engine. My role on this project consisted of setting up the gameplay entities in several levels using the in house tools, optimisation of the levels for all consoles using both the in house tools and 3DS Max & the creation of new level mesh using 3DS Max.

Date: 2008
Name: Soulspun SoundSystems
ex. URL: ./designs/soulspun/

Set of images and basic layout draft for incomplete Soulspun SoundSystems site. The links were intended to open resizable, moveable div 'windows' using code created seperately by a colleague.

In the example mirror linked above, each link loads the background image for the window below the main image rather than in it's own window since the final code was never fully implemented. This allows you to view the graphics created but is not indicative of the designed workings of the site...

Date: 2008
Name: Evenlode Walking
ex. URL: ./designs/evenlode/

Created for a relative as a web presense for the walking holidays they run. The site was initially designed in Photoshop and then templated using DreamWeaver. The functionallity of the site was hand coded in DreamWeaver using HTML/CSS/Javascript.

The site was designed to be easy to use for people relatively inexperienced with computers and the internet. While obviously all the code complies with modern W3 standards, the front end interface is straight forward and simple, with and an easy to navigate contents table and familiar newspaper/magazine style layout of the contents of each page.

Date: 2009
Name: Chris 'nonentity' Gilbert, Portfolio Site
ex. URL: ./

This site.

Created in order to showcase my better work in my primary disciplines in a simple, effecient manner. The site was concepted, designed and coded (in HTML/CSS and some Javascript) by myself using a Adobe Photoshop and Dreamweaver. The <div> fading code is the only part of the site not created by me, using pre-made Javascript from Dreamweaver.

The design concept behind the site was to provide a simple, quick interface to access my work while organising it into a few, simple categories and sub-categories without unneccessary and time consuming loading and page switching.

March 2008
January 2008
October 2006
August 2006
November 2006
January 2007
September 2006
January 2006
Febuary 2006
September 2007
April 2007
June 2008
August 2008
September 2008
October 2008
June 2008