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Kevin Maginnis
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RESUME
Kevin Maginnis
Menu
Game Portfolio
Art
About
RESUME
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Game Portfolio
Art
About
RESUME
 this is the collapsed section of wall, we are testing how destroyed we want to make it for both player experience and performance limitations due to drawing distance View fullsize
 WIP of the “spooky tunnel”. A special request from our AD to have a cramped, dark tunnel. View fullsize
 The tunnel between the tank room and the hydroponics room. I am reusing features of angled/brutalist geometry to act as a visual rhythm and player cover for long tunnel firefights. View fullsize
 The upper area of the hydroponics room. While having the height advantage players were left vulnerable by our open railing so to solve the issue I added these bolted on protective plates. Thematically they work well and offer just enough cover playe View fullsize
 Lower floor of hydroponics room. This is one of our most atmospheric spaces, cramped and visually complex. The room itself offers multiple entry/exit points and vertical combat. View fullsize
 The warehouse/manufacturing located in the rear of the complex. Originally it was two separated floors but through playtesting we came to the conclusion opening it up to a catwalk offered another great opportunity for more diverse combat  and transi View fullsize
 WIP of the tank room. Where the original accident occurred. A narrative location where we’re trying out new ideas and technical experiments. View fullsize
 The upper walkway of the tank room, using one of my block-in assets to help illustrate the level design, test it for play and obstruction and offer a test for how lighting might work. View fullsize
 The lower floor of the warehouse section, very work in progress as we recently reworked the space. The lighting blueprints on those desks definitely need love. View fullsize
 Glamor shot of player view in tank room. You need to take baby photos! View fullsize
 The only exterior combat space in the level is a courtyard connecting multiple sections, with an elevated walkway. I’ve been focusing on the layout for this one as playtesting revealed it’s a popular spot for combat.  View fullsize
 Through iterations the courtyard has evolved in to a showpiece for gameplay. During our iterations it started as a dining space for the employees but we felt it diminished the narrative of the level. I reworked the space several times and eventually View fullsize
 this is the collapsed section of wall, we are testing how destroyed we want to make it for both player experience and performance limitations due to drawing distance
 WIP of the “spooky tunnel”. A special request from our AD to have a cramped, dark tunnel.
 The tunnel between the tank room and the hydroponics room. I am reusing features of angled/brutalist geometry to act as a visual rhythm and player cover for long tunnel firefights.
 The upper area of the hydroponics room. While having the height advantage players were left vulnerable by our open railing so to solve the issue I added these bolted on protective plates. Thematically they work well and offer just enough cover playe
 Lower floor of hydroponics room. This is one of our most atmospheric spaces, cramped and visually complex. The room itself offers multiple entry/exit points and vertical combat.
 The warehouse/manufacturing located in the rear of the complex. Originally it was two separated floors but through playtesting we came to the conclusion opening it up to a catwalk offered another great opportunity for more diverse combat  and transi
 WIP of the tank room. Where the original accident occurred. A narrative location where we’re trying out new ideas and technical experiments.
 The upper walkway of the tank room, using one of my block-in assets to help illustrate the level design, test it for play and obstruction and offer a test for how lighting might work.
 The lower floor of the warehouse section, very work in progress as we recently reworked the space. The lighting blueprints on those desks definitely need love.
 Glamor shot of player view in tank room. You need to take baby photos!
 The only exterior combat space in the level is a courtyard connecting multiple sections, with an elevated walkway. I’ve been focusing on the layout for this one as playtesting revealed it’s a popular spot for combat.
 Through iterations the courtyard has evolved in to a showpiece for gameplay. During our iterations it started as a dining space for the employees but we felt it diminished the narrative of the level. I reworked the space several times and eventually

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