GAMEDESIGN
Level maps, flow diagrams, walkthroughs and design docs: the stuff that keeps a whole team building the same game.

Michael is one of the best guysI know with data, and simplifyingcomplex information.


Level maps, flow diagrams, walkthroughs and design docs: the stuff that keeps a whole team building the same game.
Where I started, and still how I think. Accessibility, documentation, and systems people actually enjoy using.


Episodic survival horror from Trellis Games, the studio I founded. Built in Unreal Engine 5.
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KINGDOM OF BLOOD




NEKOME Nazi Hunter
A cute little book about maps.
In the works
mapping.games
a cute little book about maps
A cute little book about maps.
mapping.games · chapter concept
Sit down with me and listen to how they build the most iconic levels from games of every genre. Grand Theft Auto, Red Dead Redemption, God of War, along with tons of indie titles. It's an incredible insight.
INSIDE THE BOOK
Book in the works.
The decisions, dependencies and loops that give a level its shape.
Rooms, routes and relationships, mapped together.
The map and the path, from arrival to exit.
The choices, surprises and stories behind iconic levels.
1987 — 2027
Drifting through time. Hover or focus to pause.
ACHIEVEMENT UNLOCKED · CURIOUS HUMAN
A tiny block of information goes here. Michael fills this in.
A tiny block of information goes here. Michael fills this in.
A tiny block of information goes here. Michael fills this in.
A tiny block of information goes here. Michael fills this in.
A tiny block of information goes here. Michael fills this in.
A tiny block of information goes here. Michael fills this in.
A tiny block of information goes here. Michael fills this in.
A tiny block of information goes here. Michael fills this in.
A tiny block of information goes here. Michael fills this in.