Jaquelyn Bacal

Game Project Manager and Producer

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Level Design

Shadows of Abigail

First Iteration World Building | Funhouse Angle View | Gamebryo, 2010
First Iteration World Building | Funhouse Angle View | Gamebryo, 2010
Final Iteration World Building | Funhouse Front View | Gamebryo 2010
Final Iteration World Building | Funhouse Front View | Gamebryo 2010
World Building | Midway Arcade | Full View | Gamebryo 2010
World Building | Midway Arcade | Full View | Gamebryo 2010
World Building | Midway Arcade | Front View | Gamebryo 2010
World Building | Midway Arcade | Front View | Gamebryo 2010
First Iteration World Building | Candy Factory Skewed View | Gamebryo 2010
First Iteration World Building | Candy Factory Skewed View | Gamebryo 2010
Final Iteration World Building | Candy Factory Skewed View | Gamebryo 2010
Final Iteration World Building | Candy Factory Skewed View | Gamebryo 2010
Final Iteration World Building | Factory Bottom Right Side View | Gamebryo 2010
Final Iteration World Building | Factory Bottom Right Side View | Gamebryo 2010
Candy Factory | Easter Egg View | Gamebryo 2010
Candy Factory | Easter Egg View | Gamebryo 2010

Exterior Level and Environment Design
Gamebryo

For more information, please visit Shadows of Abigail!

TF2 Map

TF2-1
TF2-2
TF2-3
TF2-4
TF2-5
TF2-6
TF2-7
TF2-8
TF2-9
TF2-10
TF2-11

FIEA, Circa 1950: A Team Fortress 2 map created from a blank grid, based on themes from the FIEA building located in a fictional fallout shelter.

Hammer Editor

I wanted to build a level that was enclosed in a small building where all combat happened in one area, but in two stories. I concentrated on lighting and height, and created spots on the map through prop placement and wall layout that would benefit various classes based on a death match/ capture point game. The first capture point would be in the center on the top floor, and the offense and defense would both start at the same time (typically defense begins first with a chance of protecting their side). This will enforce a more stealth approach as running mad might get you killed quickly. Blue and red lighting would remind players where their base side is located, as a quick reminder while in action.

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