Sze
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szze.bsky.social
Sze
@szze.bsky.social
Senior Game Designer. Currently at Ubisoft Berlin.
Also creates Quake levels.
I also made a map for this - "Keen as Mustard"! Go and play the whole pack... if you dare.
June 13, 2025 at 7:34 PM
I also made a trailer for my new #Quake map:
www.youtube.com/watch?v=0ASJ...
June 12, 2025 at 6:33 PM
I also made a map for this!
June 12, 2025 at 6:10 PM
And that's it, thanks for reading!
January 15, 2025 at 5:45 PM
I walked my partner through the map to see if progression is clear. The way to the last chamber was initially more convoluted, with the player having to activate a dedicated elevator in the hub across states. She suggested to reuse the existing elevator in the west side, creating a little puzzle.
January 15, 2025 at 5:45 PM
Regarding encounters the map features lots of low HP "popcorn" enemies, mixed with high attention enemies like the hammer ogre. I don't care too much about enemy theming, but "cold" encounters generally use different enemy types than "hot" encounters.
January 15, 2025 at 5:45 PM
I started arting one room first (the temperature switch room). It should look similar to the old map, but I wanted to make some changes to keep it fresh.
Then I built encounters with prototype textures, keeping in mind the scale dictated by the art style.
January 15, 2025 at 5:45 PM
I then made the blockout in Trenchbroom, focusing on progression - after the first day it was possible to play the map already; just with empty rooms, some even just small cubes as stand-in for the final one.
The map starts off linear as well, but has many loops and ultimately opens up more.
January 15, 2025 at 5:45 PM
I did the rough layout in google keep (I rarely sketch it out like this, but I wasn't at my desk at the time). It very quickly came together.
I wanted to have a central distinct hub to help with player orientation, and then rooms which require the state either in hot/cold and/or jump boots.
January 15, 2025 at 5:45 PM
My concept was to make a sequel to one of my existing maps, "Frozen Factory", from the Twisted Christmas Jam. The unique mechanic for that map was freezing/thawing. Progression recontextualised spaces, but was linear. I was fine with that for this one, but I wanted to change it with the sequel.
January 15, 2025 at 5:45 PM
Here's a small making of of my latest Quake map "Freezing Furnace".
Build time was about two weeks and the map had to use the mod Arcane Dimensions and feature the jump boots item.
🧵 #leveldesign
January 15, 2025 at 5:45 PM
Some screenshots from my latest Quake map, "Freezing Furnace", part of the Christmas Jumper Jam pack.
January 2, 2025 at 4:31 PM
Never posted this overview of my recent published #Quake map: "Hammerhaller", from the Slipseer 🔨Bonk Jam, where players use a hammer for traversal and combat. Plus some screenshots for context.
November 18, 2024 at 3:26 PM
Level art doodle (textures by @makkon.bsky.social). Was experimenting the last weeks with different styles. #Quake
November 15, 2024 at 8:59 PM
Test, test... is this thing on?

#Quake doodle.
October 21, 2024 at 10:28 PM