Level Designer @Naughty_Dog working on Intergalactic: The Heretic Prophet | Prev LD: @Warcraft @survivetheark @playoathgames @smallindieco

Los Angeles, CA
Joined November 2015
After weeks of interviewing, a test, and calls, I’m thrilled to share that I’ve accepted an offer at @Naughty_Dog and will be joining them as a Level Designer. #LevelDesign
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Z_SweLL | Level Designer retweeted
Looks like someone is already making a mod launcher for Halo Reach, similar to Project Reclaimer!! 😭😱
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Give me back the one dual wield that matters😭😭😭
Do you want the next Halo game to have dual wielding? 🧐
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A little preview of the POV from driving and flying. Stay till the end to watch me blow up stuff
Updated the building density to create some really cool air to air combat encounters. Also added fog & cloud particle emitters to the sky. #halo
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Updated the building density to create some really cool air to air combat encounters. Also added fog & cloud particle emitters to the sky. #halo
Building the map I've always wanted. BTB Mombasa, coming soon to halo 3 reclaimer. Map will be suitable for 128 players. Planned game modes: Team Slayer, BTB, CTF, Territories, and KOTH #Halo
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Building the map I've always wanted. BTB Mombasa, coming soon to halo 3 reclaimer. Map will be suitable for 128 players. Planned game modes: Team Slayer, BTB, CTF, Territories, and KOTH #Halo
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Z_SweLL | Level Designer retweeted
Call of Duty: Modern Warfare 4 is dedicated to the memory of Vince Zampella.
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Z_SweLL | Level Designer retweeted
THE LAST OF US has been crowned as the best video game of all time on Kinda Funny's "Top 100 Games of All Time" list. Includes a video from Neil Druckmann in which he thanks the ND team, PlayStation, and his directorial partner, Bruce Straley.
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Z_SweLL | Level Designer retweeted
More progress on sierra 117
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Z_SweLL | Level Designer retweeted
Halloween is almost here, and we want to celebrate with our incredible community using these pumpkin carving stencils! 🎃​ Get high-resolution uploads of the Dark Jak(o-lantern), Henry Avery's sigil, a menacing Clicker, and Jordan's Jacket design from Intergalactic: The Heretic Prophet: tumblr.com/naughty-dog/83065… ​ Want to see your gourdgeous pumpkin carvings featured on our channels? You can submit here: bit.ly/4flGF70
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We really got flying cars before GTA VI
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Finished Gears E-Day last night. Overall I thought it was a good campaign
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Z_SweLL | Level Designer retweeted
Halo 5 now has 32 Player Support! You can either spawn in 31 bots or have a lobby with 32 real players. It's not yet hooked up to the brain logic Syntax made but we can configure bots via the ingame settings like Infinite! I'm hoping to push the game even further to 50 players. #Halo5Reforged
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The next Halo community project I want to share is Fallen Mantle, an upcoming fan-made Halo game set between Halo 5: Guardians and Halo Infinite. It’s an ongoing passion project being developed primarily by Connor Vosberg alongside Jonathon Vaughan doing an original soundtrack. This is with the goal of bringing a new experience to the Halo community, with plans for gradual releases, continued improvements, and community-driven development. Currently, planning for a January 2027 multiplayer playtest, where players will have the opportunity to get their hands on the game, experience what's been developed so far, and help shape its future. Story information: “With Cortana and her Created tightening their grip on the galaxy, the UNSC Infinity is forced into hiding within the furthest reaches of the galaxy. While in the shadows, Infinity detects a mysterious signal originating from Installation 02, also known as Epsilon Halo. This is discovered to be a possible connection to the legendary Forerunner Absolute Record, a potential treasure trove of technology and a team of Spartan-IVs and ODSTs are dispatched to investigate. Shortly after their arrival however, all contact is lost. With the Infinity unable to risk a larger operation, the Master Chief is sent to uncover what happened, accompanied by "Cinder", a newly created AI in a time when humanity's trust in artificial intelligence has been shattered. What begins as a search-and-rescue mission quickly develops into a much larger mystery, as Chief discovers that something is deeply wrong on Epsilon Halo. Inspired by the mystery, atmosphere, and storytelling of the original Halo trilogy, including a Halo CE level twist, Fallen Mantle explores themes of trust, sacrifice, and the consequences of humanity's struggle for survival.” #Halo
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Z_SweLL | Level Designer retweeted
Jak II was released 23 years ago today! 💙 Thank you to everyone who experienced this PS2 adventure that introduced Dark Jak, the Morph Gun, and more to the series.
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Z_SweLL | Level Designer retweeted
We're looking for a Senior Gameplay Animator who specializes in In-Game Cinematics! 🎥 We need someone who can create high-quality animation in Maya and can take ownership of challenging projects. Apply here: naughtydog.com/greenhouse/jo…
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BILL🔥🔥
"Time to pay the Bill." You can play as Bill in No Return, The Last of Us Part II Remastered's roguelike mode! Available on PS5 and PC.
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#Blocktober DAY 14: Scope One of the hardest skills in game development is learning what NOT to build. It’s tempting to make your projects as ambitious as possible to impress recruiters. But a finished, well-executed project demonstrates more than a massive level filled with unfinished ideas. Set realistic goals, prioritize your core gameplay, and leave enough time to polish and playtest. You can always expand your ideas later. First, prove you can deliver the experience you set out to make. For my college practicum project, AlterStorm, I worked on a third-person monster-hunting adventure level where players venture into an alien jungle to track down a rare beast. We used Unity’s free 3D Game Kit because of our deadline. Rather than building every system and asset from scratch, we focused on using the tools available to deliver the experience we wanted. Scope management is a huge part of level design: Prioritize the experience: Identify what the player absolutely needs to experience. Work within your resources: Use existing tools and assets when they meet your needs. Cut what doesn’t serve the goal: More content doesn’t automatically mean a better game. Finish what you start: A smaller, polished experience is better than an ambitious project that never ships. It’s easy to get caught up in grand ideas, but every new feature comes with development time, testing, and potential problems. The goal isn’t to build the biggest level possible. It’s to build the best experience you can realistically deliver. Portfolio link: zswell.itch.io/alterstorm #LevelDesign #GameDev #Unity
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Much like how Halo 3’s forge sparked my curiosity for level design. Halo 3 Reclaimer motivated me to dive into Halo 3 modding😌 Can’t recommend this mod enough!
A very quick guide on how to download and launch the Project Claimer launcher for windows. It really is as simple as it looks projectreclaimer.dev
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What uhhh. Whatcha dooooin with Vosik?👀👀👀👀
a little sneakpeek for today fellas :)
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#Blocktober DAY 13: Mechanics in Level Design Don’t design a level and then try to fit the mechanics into it. Design the level around the mechanics. When I worked on this level for S.M.A.C.K., the game’s movement and combat mechanics played a huge role in how I approached the design. Players could use objects as ammunition, alongside movement abilities like sprinting, double jumping, and sliding. These mechanics directly influenced how I approached the scale, layout, and traversal of my maps. For my Dig Site blockout, I had to consider: Scale: Making sure spaces and objects worked with the game’s unique mechanics. Verticality: Creating opportunities to use jumps and movement abilities to navigate the environment. Traversal: Designing routes that supported sprinting, jumping, sliding, and fast repositioning. Combat: Ensuring the layout gave players opportunities to use objects creatively during engagements. The important thing is to understand what makes your game’s mechanics unique and build spaces that encourage players to experiment with them. Your level shouldn’t just accommodate the gameplay. It should make the gameplay shine. Portfolio link: zswellstudios.artstation.com… #LevelDesign #GameDev #Blockout
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