Hello, my name is Shawn Snelling
creating levels since 2006.
passionate about game worlds and experiences.
focused team builder.
excited about the future of esports and VR.
Presenting DE_CACHE at the Barclays Center in New York City.

CACHE
Cache is a remake of the Counter-Strike: Global Offensive hit, taking full advantage of the upgraded Source 2 engine. While mostly faithful to the tried-and-true, original layout, this version of Cache is designed to maximize the competitive gaming experience while fully immersing players in the irradiated atmosphere of Chernobyl.
Credits:
Salvatore "Volcano" Garozzo - original level design

THERA
Thera is a loose remake of my Counter-Strike: Global Offensive map, Santorini. Set in that picturesque Greek island, known in antiquity as Thera, this map emphasizes winding streets and alleyways, with rapid elevation changes and other intense engagements intended to keep players on their toes while simultaneously bathing them in Mediterranean ambiance.
Credits:
Morten Fjeld - original music composition

LEVITATION
Levitation is a custom campaign for Half-Life: Alyx in full VR. Around 3-4 hours long, Levitation is by far my most ambitious project to date. I was responsible for leading the project and our small team, in addition to all level design across 8 sprawling levels of engrossing, immersive VR action.
Credits:
Corey 'CoreyLaddo' Balsom - Co-Project Lead, Talented Animator
The entire modding team who made this project possible.

CACHE (2019 Version)
Cache is one of the most exciting projects I've had the pleasure of working on. I was responsible for world building and environment art, adding fresh style to a classic layout design. First, I authored concept pieces establishing a clear art direction, then created hundreds of high-quality assets, and finally engaged in a deep collaboration with the entire Counter-Strike community during our post-release iteration phase, in order to make Cache a truly special competitive map.
Credits:
Salvatore "Volcano" Garozzo - original level design

SUBZERO
Sub-Zero is designed to present players an intense test of skill, with layers of depth to reward experimentation and offer advantages to players possessing “map knowledge”. I was responsible for creating a new competitive level from the ground up, including visual and gameplay design. On this project I learned countless valuable lessons about fueling a competitive gameplay experience.
Credits:
Tanuki - level design collaboration.

VEIL
Veil for Natural Selection 2 began its life as community content — a remake of the Natural Selection 1 classic — but was swiftly picked up for official retail inclusion in Natural-Selection 2. Veil became an instant fan-favorite and competitive staple. I was responsible for re-designing Veil’s level design to accommodate Natural Selection 2’s novel gameplay, as well as collaborating with the game’s art director and environment artists to capture Veil’s iconic visual identity.
Credits:
Andrew "kungfusquirrel" Weldon - original level design.
Older Works
SANTORINI
Encouraging teamwork and mid-control, Santorini is designed to showcase skill across long-range engagements, rapid elevation changes, and other challenging circumstances central to Counter-Strike.
Credits:
Dimitri "Dimsane" Alexis - environment art collaboration, Brian "Hordeau" Pujals and Rick "Rf" Forge - playtesting.
MUSEUM
Museum emphasizes multi-ranged gunfights and three-dimensional thinking, with a layout and theme designed to feel memorable and satisfyingly "true to life".
Credits:
Valentine Levillain and Lenz "penE" Monath - environment art collaboration.
SEASON
A Counter-Strike classic, Season has a sizeable number of die-hard devotees. Season's sprawling gameplay demands careful communication from competitive players.
Credits:
Ted McIlwain - original level design, some art.
GWALIOR
Gwalior places extreme emphasis on vertical combat, an unconventional and somewhat risky proposition in Counter-Strike level design.
Credits:
Geoffrey "Kikette" Rosin - environment art collaboration.
ANEMIA
Note: Released for Day of Defeat: Source in 2006 (age 16).
Want to chat about awesome game levels?