Hello, my name is Shawn Snelling
creating levels since 2006.
passionate about game worlds and experiences.
focused team builder.
excited about the future of esports and VR.
Presenting DE_CACHE at the Barclays Center in New York City.
LEVITATION
Levitation is a custom campaign for Half-Life: Alyx in full VR. Around 3-4 hours long, Levitation is by far my most ambitious project to date. I was responsible for leading the project and our small team, in addition to all level design across 8 sprawling levels of engrossing, immersive VR action.
Credits:
Corey 'CoreyLaddo' Balsom - Co-Project Lead, Talented Animator
The entire modding team who made this project possible.
CACHE
Cache is one of the most exciting projects I've had the pleasure of working on. I was responsible for world building and environment art, adding fresh style to a classic layout design. First, I authored concept pieces establishing a clear art direction, then created hundreds of high-quality assets, and finally engaged in a deep collaboration with the entire Counter-Strike community during our post-release iteration phase, in order to make Cache a truly special competitive map.
Credits:
Salvatore "Volcano" Garozzo - original level design
SUBZERO
Sub-Zero is designed to present players an intense test of skill, with layers of depth to reward experimentation and offer advantages to players possessing “map knowledge”. I was responsible for creating a new competitive level from the ground up, including visual and gameplay design. On this project I learned countless valuable lessons about fueling a competitive gameplay experience.
Credits:
Tanuki - level design collaboration.
VEIL
Veil for Natural Selection 2 began its life as community content — a remake of the Natural Selection 1 classic — but was swiftly picked up for official retail inclusion in Natural-Selection 2. Veil became an instant fan-favorite and competitive staple. I was responsible for re-designing Veil’s level design to accommodate Natural Selection 2’s novel gameplay, as well as collaborating with the game’s art director and environment artists to capture Veil’s iconic visual identity.
Credits:
Andrew "kungfusquirrel" Weldon - original level design.
Older Works
SANTORINI
Encouraging teamwork and mid-control, Santorini is designed to showcase skill across long-range engagements, rapid elevation changes, and other challenging circumstances central to Counter-Strike.
Credits:
Dimitri "Dimsane" Alexis - environment art collaboration, Brian "Hordeau" Pujals and Rick "Rf" Forge - playtesting.
MUSEUM
Museum emphasizes multi-ranged gunfights and three-dimensional thinking, with a layout and theme designed to feel memorable and satisfyingly "true to life".
Credits:
Valentine Levillain and Lenz "penE" Monath - environment art collaboration.
SEASON
A Counter-Strike classic, Season has a sizeable number of die-hard devotees. Season's sprawling gameplay demands careful communication from competitive players.
Credits:
Ted McIlwain - original level design, some art.
GWALIOR
Gwalior places extreme emphasis on vertical combat, an unconventional and somewhat risky proposition in Counter-Strike level design.
Credits:
Geoffrey "Kikette" Rosin - environment art collaboration.
ANEMIA
Note: Released for Day of Defeat: Source in 2006 (age 16).
Want to chat about awesome game levels?