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mdirenzold@gmail.com
Mike DiRenzo - Level Design Portfolio
  • Professional Games
    • Magic: Legends
    • Neverwinter >
      • Undermountain
      • Heart of Fire
      • Ravenloft
      • Lost City of Omu
    • Halo Wars 2
    • Rise of the Tomb Raider
    • Lara Croft and the Temple of Osiris
    • WildStar
  • Personal Levels
    • Berserk - Gears of War
    • Vortigauntlet - Half-Life 2: Ep. 2
    • Titan VR - Unreal Tournament III
    • Blastrobots - Team Game in UDK
    • Underfoot - Unreal Tournament III
  • Resume
  • Bio
 
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GAME INFO


Genre: Action Adventure
Platform: Xbox One, Xbox 360, Microsoft Windows, PlayStation 4
Initial Release Date: November 10, 2015
CONTRIBUTIONS
Position: Associate Technical Designer
Duration: July 2014 - September 2015 (1 year, 2 months)
  • Ownership of weapon upgrade system scripting on Secondary Systems/UI team
  • Designed and built hub traversal puzzles for the Hub Team
  • Ownership of objective scripting in Baba Yaga: Temple of the Witch DLC
  • Created and scripted modular objects for puzzles, traversal, and item collection
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JUMP TO:

WEAPON UPGRADE SYSTEM SCRIPTING
HUB TRAVERSAL, REWARDS, CHALLENGES, OBJECTS
BABA YAGA: TEMPLE OF THE WITCH DLC - OBJECTIVE SCRIPTING
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Weapon Upgrade System Scripting

As a member of the Secondary Systems/UI team, I was fully responsible for implementing weapon upgrade geometry and materials into weapon models and in game scripting logic that determined which parts of the models should draw. The non-linear upgrade system which allowed players to purchase upgrades that could affect the same geometry in almost any sequence, meant that my scripting logic and weapon models had to account for all possibilities. For example, the Semi-Auto Pistol's model has 9 different slides that could possibly draw.

Responsibilities

  • Complete ownership of drawgroup scripting logic for non-linear upgrade system​
    • Constant queries for other upgrades to determine which mesh variant draws
    • Object inheritance with branching child logic - weapons of same class shared some upgrades but not all - many featured one unique upgrade
    • Branching logic for player and Upgrade Screen weapons
      • Upgrade Screen shows upgrade previews on highlight - previews all necessary prerequisites on highlight and query for said prerequisite variants
      • Retroactive Previewing - new system I designed and implemented for Rise of the Tomb Raider
        • Shows players old upgrades when highlighted, even if subsequent upgrades later replaced them
        • Must query other upgrades that may affect which retroactive preview variant should draw
    • Worked very closely with in-house weapons artist and outsourcing producers to clarify goals, needs, and dependencies
    • Responsible for dividing weapon mesh geometry, rigging (except for bows), geometry and material importing, Maya scene file organization
    • Maintained documentation tracking status of outsourced art implementation, scripting progress and information for directed QA test initiatives
I've broken down the most complicated parts of this design below - the Handgun (non-revolver) slides, and the Rifle barrels. These two areas received the most attention and love as they are the strongest examples of upgrades affecting the same geometry that could be purchased in many different sequences.

Handgun Slides

Overview

SLIDE/BARREL UPGRADES - Attributes Affected

The Handgun (non-revolver) Slides were a major area of focus as 3 material and 3 geometric possibilities necessitated 9 possible Slide meshes on the weapon models. The material upgrades can only be obtained in one linear sequence. The same applies to the geometric upgrades, however, players can jump between the material and geometric trees at any time, necessitating all the slide variants.

To make things trickier, the Pistol Sight attachment can be acquired at any time and replaces the sights that mount on top of the slides. This meant that sight geometry had to be separated from slides, but still inherit material variance from slide upgrades. Additionally, the second two geometric slide upgrades necessitated higher slide positioning, ultimately requiring 8 possible sight meshes to query and choose from.

Below, I break down all possible material and geometric combinations allowed by the possible acquisition sequences which all had to be tested to ensure the
proper geometry was hiding and drawing on both player-held weapons and Upgrade Screen weapons at all times.
Damage:
Polished Barrel (Slide) (T1) > Rifled Barrel (Slide) (T3)

Recoil, Rate of Fire:
Improved Ejector (T3) > Port-Vented Slide (T3)


Attachments:
Pistol Sight - "Dangerous Territory" side mission reward

*> indicates prerequisite upgrades
*upgrades in similar hue text indicate material/geometry replacement (darker replaces lighter when acquired)

Barrel (Slide) Geometry & Material Combinations: 9

Barrel (Slide) Sight Geometry & Material Combinations: 8

Base Barrel (Slide)
Polished Base Barrel (Slide)
Rifled Base Barrel (Slide)
 
Base Improved Ejector
Polished Improved Ejector
Rifled Improved Ejector


Base Port Vented Slide
Polished Port Vented Slide
Rifled Port Vented Slide
  • Base Sights
  • Polished Base Sights – Pistol sights use damage upgrade (material) variance, however, the Pistol Sight attachment which replaces the normal pistol sights is not affected by damage upgrade materials
  • Rifled Base Sights
  • Improved Ejector/Port Vented Slide Base Sights – Geometry for these two slide upgrades is larger than the base slide and therefore requires a unique drawgroup for a set of sights that properly fits the new geometry
  • Improved Ejector/Port Vented Slide Polished Sights
  • Improved Ejector/Port Vented Slide Rifled Sights
  • Base Pistol Sight (attachment)
  • Improved Ejector/Port Vented Slide Pistol Sight (attachment) - No Damage upgrade (material) variance

Total HAndgun (Semi-Auto & Heavy Pistol) Barrel (Slide) & Sight Combinations: 18

1. Base Barrel (Slide)
2. Polished Base Barrel (Slide)
3. Rifled Base Barrel (Slide)
 
4. Base Improved Ejector

5. Polished Improved Ejector
6. Rifled Improved Ejector


7. Base Port Vented Slide
8. Polished Port Vented Slide
9. Rifled Port Vented Slide


10. Base Barrel (Slide) &
Pistol Sight
11. Polished Base Barrel (Slide) & Pistol Sight
12. Rifled Base Barrel (Slide) & Pistol Sight

 

13. Base Improved Ejector
& Pistol Sight
14. Polished Improved Ejector
& Pistol Sight
15. Rifled Improved Ejector & Pistol Sight
 
16. Base Port Vented Slide & Pistol Sight
17. Polished Port Vented Slide & Pistol Sight
18. Rifled Port Vented Slide & Pistol Sight

Unique Acquisition Sequences to Test: 30

This list demonstrates every possible slide affecting upgrade sequence allowed by prerequisites, indicated by light and dark versions of each respective hue, material & geometry. I compiled it to inform and direct my own extensive testing as well as QA testing initiatives. At every stage of each sequence, both player-held AND Upgrade Screen weapon objects had to be observed for proper representation since the logic often had to branch for each version.
Polished Barrel > Rifled Barrel > Improved Ejector > Port Vented Slide > Pistol Sight
Polished Barrel > Rifled Barrel > Improved Ejector > Pistol Sight > Port Vented Slide
Polished Barrel > Rifled Barrel > Pistol Sight > Improved Ejector > Port Vented Slide
Polished Barrel > Pistol Sight > Rifled Barrel > Improved Ejector > Port Vented Slide
 
Polished Barrel > Improved Ejector > Rifled Barrel > Port Vented Slide > Pistol Sight
Polished Barrel > Improved Ejector > Rifled Barrel > Pistol Sight > Port Vented Slide
Polished Barrel > Improved Ejector > Pistol Sight > Rifled Barrel > Port Vented Slide
Polished Barrel > Pistol Sight > Improved Ejector > Rifled Barrel > Port Vented Slide
 
Polished Barrel > Improved Ejector > Port Vented Slide > Rifled Barrel > Pistol Sight
Polished Barrel > Improved Ejector > Port Vented Slide > Pistol Sight > Rifled Barrel
Polished Barrel > Improved Ejector > Pistol Sight > Port Vented Slide > Rifled Barrel
Polished Barrel > Pistol Sight > Improved Ejector > Port Vented Slide > Rifled Barrel
 
Improved Ejector > Port Vented Slide > Polished Barrel > Rifled Barrel > Pistol Sight
Improved Ejector > Port Vented Slide > Polished Barrel > Pistol Sight > Rifled Barrel
Improved Ejector > Port Vented Slide > Pistol Sight > Polished Barrel > Rifled Barrel
Improved Ejector > Pistol Sight > Port Vented Slide > Polished Barrel > Rifled Barrel



Improved Ejector > Polished Barrel > Port Vented Slide > Rifled Barrel > Pistol Sight
Improved Ejector > Polished Barrel > Port Vented Slide > Pistol Sight > Rifled Barrel
Improved Ejector > Polished Barrel > Pistol Sight > Port Vented Slide > Rifled Barrel
Improved Ejector > Pistol Sight > Polished Barrel > Port Vented Slide > Rifled Barrel

 

Improved Ejector > Polished Barrel > Rifled Barrel > Port Vented Slide > Pistol Sight
Improved Ejector > Polished Barrel > Rifled Barrel > Pistol Sight > Port Vented Slide
Improved Ejector > Polished Barrel > Pistol Sight > Rifled Barrel > Port Vented Slide
Improved Ejector > Pistol Sight > Polished Barrel > Rifled Barrel > Port Vented Slide

 

Pistol Sight > Polished Barrel > Rifled Barrel > Improved Ejector > Port Vented Slide
Pistol Sight > Polished Barrel > Improved Ejector > Rifled Barrel > Port Vented Slide
Pistol Sight > Polished Barrel > Improved Ejector > Port Vented Slide > Rifled Barrel
Pistol Sight > Improved Ejector > Port Vented Slide > Polished Barrel > Rifled Barrel
Pistol Sight > Improved Ejector > Polished Barrel > Port Vented Slide > Rifled Barrel
Pistol Sight > Improved Ejector > Polished Barrel > Rifled Barrel > Port Vented Slide



Rifles Barrels & Attachments

Overview

Barrels/Extensions/Attachments Attributes Affected

With 3 possible material variants, an extension upgrade that has no prerequisite and appends to the end of the base barrel, hiding all short muzzles, AND a Suppressor attachment that could be acquired before or after the Barrel Extension upgrade, necessitating a short and long version, hiding any respective underlying muzzles, I'd say the majority of my time on weapon upgrades was spent on this one area of one of four weapon classes.

Below, I break down all possible material and geometric combinations allowed by the possible acquisition sequences which all had to be tested to ensure the
proper geometry was hiding and drawing on both player-held weapons and Upgrade Screen weapons at all times since Upgrade Screen logic often required significant branching to preview meshes and their perquisites properly.
Damage:
Match Grade Barrel (T1) > Chromoly Barrel (T3)
Barrel Extension (T2)

Recoil:
Muzzle Brake

Attachments:
Suppressor - "Gulag Recon" side mission reward

*> indicates prerequisite upgrades progression
*upgrades in red text indicate material replacement (darker replaces lighter when acquired)

Base Barrel Material Combinations: 3

Base Barrel
Match Grade Base Barrel
Chromoly Base Barrel

Extended Barrel Material Combinations: 3

Extended Base Barrel
Extended Match Grade Barrel
Extended Chromoly Barrel

*Geometry here appends to the end of Base Barrels and hides all geometry that draws at the end of Base Barrels

Muzzle Geometry & Material Combinations: 10

Base Barrels: 5 (non-extended, all extended muzzles/barrel attachments hidden)
Base Muzzle
Base Match Grade Muzzle (replaces/hides Base Muzzle)
Base Chromoly Muzzle (replaces/hides Base Match Grade Muzzle)
Base Muzzle Brake (replaces/hides all Base Muzzles)
Base Suppressor (attachment) (replaces/hides all Base Muzzles and Base Muzzle Brake)
Barrel Extensions: 5 (hides Base Muzzles, Muzzle Brake, and Suppressor if present)
Extended Base Muzzle
Extended Match Grade Muzzle (replaces/hides Extended Base Muzzle)
Extended Chromoly Muzzle (replaces/hides Extended Match Grade Muzzle)
Extended Muzzle Brake (replaces/hides all Extended Muzzles)
Extended Suppressor (attachment) (replaces/hides all Extended Muzzles and Extended Muzzle Brake)
*Barrel Extension upgrade is exclusive to Assault Rifle, Military Rifle, and Bolt-Action Rifle, however the Bolt-Action Rifle Barrel Extension is not geometrically integrated with its respective barrel and therefore does not support material variants as is consistent with provided concept art
*Barrel material changes represented in muzzles on SMG and Military Rifle only, Assault Rifle and Bolt-Action Rifle muzzles are not geometrically integrated with their respective barrels

Total Military Rifle Barrel & Muzzle Combinations: 18

1. Base Barrel/Muzzle
2. Match Grade Base Barrel/Muzzle
3. Chromoly Base Barrel/Muzzle
 
4. Extended Base Barrel/Muzzle
5. Extended Match Grade Barrel/Muzzle
6. Extended Chromoly Barrel/Muzzle
 
7. Base Barrel & Muzzle Brake
8. Match Grade Base Barrel & Muzzle Brake
9. Chromoly Base Barrel & Muzzle Brake
 
10. Extended Base Barrel & Muzzle Brake
11. Extended Match Grade Barrel & Muzzle Brake
12. Extended Chromoly Barrel & Muzzle Brake
 
13. Base Barrel & Suppressor
14. Match Grade Base Barrel & Suppressor
15. Chromoly Base Barrel & Suppressor
 
16. Extended Base Barrel & Suppressor
17. Extended Match Grade Barrel & Suppressor
18. Extended Chromoly Barrel & Suppressor

Red: Material replacement
*Some items on this list only apply to the Military Rifle, as the Assault Rifle and Bolt-Action Rifle don't necessitate unique muzzle materials and the SMG doesn't share the Barrel Extension upgrade
*
Bolt-Action Rifle Barrel Extension is not geometrically integrated with its respective barrel and therefore does not necessitate material variants as is consistent with provided concept art

Unique Acquisition Sequences to Test: 60

This list demonstrates every possible Barrel affecting upgrade sequence allowed by prerequisites (only one in this case, Match Grade Barrel prereqs Chromoly Barrel). I compiled it to inform and direct my own extensive testing as well as QA testing initiatives. At every stage of each sequence, both player-held AND Upgrade Screen weapon objects had to be observed for proper representation since the logic often had to branch for each version.
Match Grade Barrel > Chromoly Barrel > Barrel Extension > Muzzle Brake > Suppressor
Match Grade Barrel > Chromoly Barrel > Barrel Extension > Suppressor > Muzzle Brake
Match Grade Barrel > Chromoly Barrel > Muzzle Brake > Barrel Extension > Suppressor
Match Grade Barrel > Chromoly Barrel > Muzzle Brake > Suppressor > Barrel Extension
Match Grade Barrel > Chromoly Barrel > Suppressor > Barrel Extension > Muzzle Brake
Match Grade Barrel > Chromoly Barrel > Suppressor > Muzzle Brake > Barrel Extension

Match Grade Barrel > Barrel Extension > Chromoly Barrel > Muzzle Brake > Suppressor
Match Grade Barrel > Barrel Extension > Chromoly Barrel > Suppressor > Muzzle Brake
Match Grade Barrel > Barrel Extension > Muzzle Brake > Chromoly Barrel > Suppressor
Match Grade Barrel > Barrel Extension > Muzzle Brake > Suppressor > Chromoly Barrel
Match Grade Barrel > Barrel Extension > Suppressor > Chromoly Barrel > Muzzle Brake
Match Grade Barrel > Barrel Extension > Suppressor > Muzzle Brake > Chromoly Barrel

Match Grade Barrel > Muzzle Brake > Chromoly Barrel > Barrel Extension > Suppressor
Match Grade Barrel > Muzzle Brake > Chromoly Barrel > Suppressor > Barrel Extension
Match Grade Barrel > Muzzle Brake > Barrel Extension > Chromoly Barrel > Suppressor
Match Grade Barrel > Muzzle Brake > Barrel Extension > Suppressor > Chromoly Barrel
Match Grade Barrel > Muzzle Brake > Suppressor > Chromoly Barrel > Barrel Extension
Match Grade Barrel > Muzzle Brake > Suppressor > Barrel Extension > Chromoly Barrel

Match Grade Barrel > Suppressor > Chromoly Barrel > Barrel Extension > Muzzle Brake
Match Grade Barrel > Suppressor > Chromoly Barrel > Muzzle Brake > Barrel Extension
Match Grade Barrel > Suppressor > Barrel Extension > Chromoly Barrel > Muzzle Brake
Match Grade Barrel > Suppressor > Barrel Extension > Muzzle Brake > Chromoly Barrel
Match Grade Barrel > Suppressor > Muzzle Brake > Chromoly Barrel > Barrel Extension
Match Grade Barrel > Suppressor > Muzzle Brake > Barrel Extension > Chromoly Barrel

Barrel Extension > Match Grade Barrel > Chromoly Barrel > Muzzle Brake > Suppressor
Barrel Extension > Match Grade Barrel > Chromoly Barrel > Suppressor > Muzzle Brake
Barrel Extension > Match Grade Barrel > Muzzle Brake > Chromoly Barrel > Suppressor
Barrel Extension > Match Grade Barrel > Muzzle Brake > Suppressor > Chromoly Barrel
Barrel Extension > Match Grade Barrel > Suppressor > Chromoly Barrel > Muzzle Brake
Barrel Extension > Match Grade Barrel > Suppressor > Muzzle Brake > Chromoly Barrel


Barrel Extension > Muzzle Brake > Match Grade Barrel > Chromoly Barrel > Suppressor
Barrel Extension > Muzzle Brake > Match Grade Barrel > Suppressor > Chromoly Barrel

Barrel Extension > Muzzle Brake > Suppressor > Match Grade Barrel > Chromoly Barrel
Barrel Extension > Suppressor > Match Grade Barrel > Chromoly Barrel > Muzzle Brake
Barrel Extension > Suppressor > Match Grade Barrel > Muzzle Brake > Chromoly Barrel
Barrel Extension > Suppressor > Muzzle Brake > Match Grade Barrel > Chromoly Barrel

Muzzle Brake > Match Grade Barrel > Chromoly Barrel > Barrel Extension > Suppressor
Muzzle Brake > Match Grade Barrel > Chromoly Barrel > Suppressor > Barrel Extension
Muzzle Brake > Match Grade Barrel > Barrel Extension > Chromoly Barrel > Suppressor
Muzzle Brake > Match Grade Barrel > Barrel Extension > Suppressor > Chromoly Barrel
Muzzle Brake > Match Grade Barrel > Suppressor > Chromoly Barrel > Barrel Extension
Muzzle Brake > Match Grade Barrel > Suppressor > Barrel Extension > Chromoly Barrel

Muzzle Brake > Barrel Extension > Match Grade Barrel > Chromoly Barrel > Suppressor
Muzzle Brake > Barrel Extension > Match Grade Barrel > Suppressor > Chromoly Barrel
Muzzle Brake > Barrel Extension > Suppressor > Match Grade Barrel > Chromoly Barrel

Muzzle Brake > Suppressor > Match Grade Barrel > Chromoly Barrel > Barrel Extension
Muzzle Brake > Suppressor > Match Grade Barrel > Barrel Extension > Chromoly Barrel
Muzzle Brake > Suppressor > Barrel Extension > Match Grade Barrel > Chromoly Barrel

Suppressor > Match Grade Barrel > Chromoly Barrel > Barrel Extension > Muzzle Brake
Suppressor > Match Grade Barrel > Chromoly Barrel > Muzzle Brake > Barrel Extension
Suppressor > Match Grade Barrel > Barrel Extension > Chromoly Barrel > Muzzle Brake
Suppressor > Match Grade Barrel > Barrel Extension > Muzzle Brake > Chromoly Barrel
Suppressor > Match Grade Barrel > Muzzle Brake > Chromoly Barrel > Barrel Extension
Suppressor > Match Grade Barrel > Muzzle Brake > Barrel Extension > Chromoly Barrel

Suppressor > Barrel Extension > Match Grade Barrel > Chromoly Barrel > Muzzle Brake
Suppressor > Barrel Extension > Match Grade Barrel > Muzzle Brake > Chromoly Barrel
Suppressor > Barrel Extension > Muzzle Brake > Match Grade Barrel > Chromoly Barrel

Suppressor > Muzzle Brake > Match Grade Barrel > Chromoly Barrel > Barrel Extension
Suppressor > Muzzle Brake > Match Grade Barrel > Barrel Extension > Chromoly Barrel

Suppressor > Muzzle Brake > Barrel Extension > Match Grade Barrel > Chromoly Barrel
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Hub Traversal, Rewards, Challenges, Missions, Objects

​Responsibilities

  • Modular scripted objects
  • Puzzles
  • Traversal
  • Challenges
  • Mission objective pointers

Description

On the Hub Team, I created traversal setups, puzzle nuggets, and challenges to reward players. I also created many modular objects that required players to use a particular mechanic, with which other designers could populate other areas of the game. This was a much different development experience from my work on the weapon upgrade system script, but it was really rewarding to promote discovery in our open environments and have a greater impact on gameplay interactivity. I was able to contribute to all three of Rise of the Tomb Raider's major open hub areas, Soviet Installation, Geothermal Valley, and The Lost City. I also assumed ownership of implementing all hub mission objective pointers and beacons.

​The Lost City

This puzzle nugget I built for The Lost City, employs a rope crank, a heavy roped trap door, and rewards players with the area's Archivist Map, revealing document and relic locations. My priority in designing this closed, initially inaccessible space was to tease its interior and the loot it holds by offering peaks through barriers like metal grates and the reverse side of the rope arrow pull exit door, which observant players will note the indication that there must be some way in. I built a heavy trap door that responds to players normal rope arrow pull, but Lara doesn't quite have the strength to open it as it slams back closed. I staged a rope crank in a nearby tower above with a clear view to the heavy trap door, which Lara can use to finally open the heavy trap door and descend down to the Archivist Map.

Soviet Installation

This simple puzzle nugget tucked away in the Soviet Installation river reinforces the water current mechanic and requires player backtracking after they have received the Knife from the Abandoned Mines. Players can see a nice Gift of Alms pickup just out of reach on an elevated terrace above the river. The player approach at the water's edge also reveals flotsam that is tied off to a rope post. Upon cutting this rope, the water current carried the flotsam towards the Gift of Alms, giving players a surface from which to leap to collect their reward. I implemented this puzzle nugget because despite its good showing in tombs and linear areas, our water current mechanic was underrepresented in our open hub spaces.
This setup features a reinforced wooden platform that hugs a tree high above the ground and houses a Salvage Crate next to a roped heavy log suspended from a crane. Reinforcing the rope arrow pull mechanic, players must yank the heavy log, swinging it into the wooden platform, breaking it to pieces and dropping their Salvage Crate reward to the ground below.

Geothermal Valley

This setup rewards players for using the Wire Spool grapple axe technique which they acquire after completing The Acropolis, encouraging more re-traversal. A Gift of Alms rests high above the ground on a rock terrace, just past a rope pull platform. Players must use the grapple axe as they jump from this rope pull platform in order to climb up to collect their Gift of Alms.
This is a silly Geothermal Valley challenge I helped to implement along with another designer. It required some tricky scripting, as we were essentially marrying throwable pickup object logic with one of our small animals. Once players pick up the chicken, the animal chicken object dies and a new throwable chicken object with a simple animation spawns in the players' hands. As soon as this object makes contact with a certain surface type, be it from player throw or an accidental drop, the throwable chicken object is destroyed and a new chicken animal spawns at the point of contact, obscured by feather particles. The objective for this challenge is to chase down chickens and throw them into the village's chicken coop.
This is an example of a modular reward object I created for designers to populate our spaces with. It requires the Knife to perform a rope cut for collection, which means that it's only a re-traversal reward for areas player explore before the Abandoned Mines, which is fairly early in the game. Players must cut the rope that suspends the platform upon which a Resource Crate rests. After it plummets to the ground and breaks, players can collect their spoils.
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baba Yaga: Temple of the Witch DLC - Objective Scripting

My last contributions to Rise of the Tomb Raider were made on the Live Team for the Baba Yaga: Temple of the Witch DLC. I had full ownership of implementing all of the primary mission objective logic that occurs in the main game's spaces. The object implementation structure was an important part of this task, as we needed everything wrapped up neatly in a way we could disable it and enable it with ease using a DLC flag. All of my mission objective logic was contained in singular objects for each of their respective areas that the game only loads if DLC is installed and active. All of these objects have a robust system of inputs and outputs to communicate with one another.
Professional Games
Magic: Legends
Neverwinter
Halo Wars 2
Rise of the Tomb Raider
Lara Croft and the Temple of Osiris
WildStar
Resume
Bio

US: 610 416 4976
mdirenzoLD@gmail.com
Personal Levels
Berserk - Gears of War
Vortigauntlet - Half-Life 2: Episode 2
Titan VR - Unreal Tournament III
Blastrobots - UDK Team Game
Underfoot - Unreal Tournament III
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