Entertainment Earth

Commercial Projects

Shadow Ops - Red Mercury

ShadowOps.jpg (13475 bytes) Zombie games contracted with us, on a short term basis to create some conceptual levels and models for their  title, release in 2004. The location we worked on was Paris, France, and the subject was the Eiffel Tower.

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CounterStrike - Condition Zero

cscz_box2.jpg (7704 bytes) Gearbox Software had development of this title for a while, and during that time, we worked with them to construct a "hostage rescue" scenario for the game. The location was a corporate office building that housed a radio broadcast facility.

 

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James Bond - 007 Nightfire

jb007nf_box.jpg (7923 bytes) We worked with Gearbox Software on a number of levels for this title. Primarily focused on one location, a huge skyscraper owned by a Japanese corporation. The various areas constructed included an opulent highrise  lobby, the parking garage below, and a rooftop heliport.

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Half Life - Opposing Force

hlopfor_box2.jpg (8405 bytes) Gearbox Software (Randy Pitchford) recruited Eric Reuter to contribue a multiplayer level to be included with levels from other industry "All-Star" level designers from various companies. The level was called "Untimely Demise" and was bundled with the single player game and with Half-Life: Blue Shift

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Half Life - Blue Shift

hlbs_box2.jpg (7086 bytes) Gearbox Software included Half-Life - Opposing Force as part of Blue Shift, including the multiplayer "All-Star" maps, and included a special thanks credit for Eric Reuter for the level contribution.

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Star Trek Deep Space Nine - The Fallen

ds9fallen_box2.jpg (6118 bytes) We worked with the very talented team at The Collective for almost a year on this title. The work involved creating or finsihing a total of 8 levels for production and release in the game. A big highlight was being able to create the opening level set for one of the game's 3 possible characters. Also a challenge, an entire set of 3 levels each for 2 of the playable charcters was created. These were the interior of a crashed Federation Starship.

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Unreal

unreal_box2.jpg (7722 bytes) We were involved for almost 3 years as a level designer on the original Unreal, by Epic Games. The work involved contributions to the development of the game engine, level editor toolset, and artwork, as well as performing level design. We worked closely with the eintre design team to come up with locations, gameplay ideas, texture sets, weapons, NPC's and virtually every other aspect of the game. The level artwork on the CD and Box are from a Nali Skycity level called "Amethyst", created by Eric Reuter.

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Shadow Warrior

sw_box2.jpg (8200 bytes) The first real title we worked on, Shadow Warrior, was advanced for its time. The use of Ken Silverman's BUILD engine allowed for advances beyond what DOOM could provide, and allowed for what was loosely called "2.5D". Sloping floors, ceilings, water, and "room over room" were all possible. We created a large number of the levels for the title, and worked closely with now longtime friend, Frank Maddin, who eventually went with Microsoft (Digital Anvil)

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