Hey, welcome to my website! My name is Duncan Blair, and I'm a game developer - more specifically, a level designer - from Scotland. Below you can find a list of my more notable work, so have a browse and fire me an email if you feel so inclined.

For those interested, you can download a copy of my resume here.

dm_weaver (Half-Life 2 Deathmatch, Multiplayer)

I created this level for Mapcore's 1024 unit contest, in which the task was to make a playable HL2DM level contained within the confines of a 1024 unit cube. I decided to maximise the limited space by encasing a (relatively) large central room in two spiraling pathways that connect the different floors. This layout was also designed to block line-of-sight, and so hopefully prevent gameplay devolving into the dreaded "killbox" style. The theme of the level is fairly ambiguous; consider it an atrium between two factories, placed rather unfortunately above an open sewer. Illogical and silly, but it plays to the strengths of the Half-Life 2 assets, which was important due to the contest's no-custom-content rule.

The map took first place in the contest, which saw 15 entries. Although there are certain aspects that aren't everything they could be, given the restrictions and limited time-frame I'm very happy with how the level turned out. You can view the other entries and read more about the contest here.

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Connemara (The Ship, Multiplayer)


Having learnt my lesson after the "dynamic" (to use a nice word) design process behind Cotopaxi (below), I chose to stick rigidly to my initial designs for the follow-up, Connemara. This led to a very pleasant development with no real issues, and more importantly, a nice looking and fun level. A fairly compact 3-deck ship, the Connemara is a bright, cheerful and well-appointed setting in which to commit your nefarious, quarry-hunting deeds. All art assets were created by my Outerlight colleagues. There is no download for this level, as the map is included in the commercial release.

Cotopaxi (The Ship, Multiplayer & Singleplayer)


On joining Outerlight I was tasked with building two new multiplayer levels before The Ship's looming release date, and Cotopaxi was the first past the hurdle. Not doing myself any favours, I chose a fairly gargantuan design, and it only grew as development went on! Eventually it grew to the point that it was the most suitable candidate to be the setting for the singleplayer campaign, which brought with it a new set of requirements and so further changes to the design. The result is the Cotopaxi - a large and labyrinthe ship in which to confuse your hunter and stalk your quarry. All singleplayer scripts and art assets were created by my Outerlight colleagues. There is no download for this level, as the map is included in the commercial release.

Misc. Source Engine Work


Flatshaded (Half-Life Deathmatch, Multiplayer)

 

Torrent (Half-Life Deathmatch, Multiplayer)

 

Forsaken (Half-Life Deathmatch, Multiplayer)

 

Outland (Adrenaline Gamer CTF, Multiplayer)

 

Echo (Half-Life Deathmatch, Multiplayer)

 

Misc. Half-Life Engine Work