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.

 

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.

 
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CACHE

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

 
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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.

 
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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).

 

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