
Oli Curtis
Level Designer
PROFESSIONAL WORK

Level Designer
October 2022 - Present


POSTAL 4
Level Designer
October 2020 - October 2022
Level Design, Gameplay, AI & Navigation, Optimization
This project is covered by NDA, please view the following Artstation link for viewable work
Personal Work

I was massively into Unreal Tournament, so when the editor dropped for the alpha of "UT4"
I begun work on "CTF_ATMOS"
Atmos began life as a floating space station above some unnamed planet, it was a homage to facing worlds with the geometry of Deck16 chucked in for good measure.As the blockout took shape, it's size grew and alterations had to be made, verticality was a common point of discussion on the UT forums along with enjoying the low atmosphere but would rather this be a more "grounded" map.The next iteration of Atmos would make use of the landscape tools and place the map onto the moon of the unnamed planet, basic texturing and lighting was added, along with pickup placement and a music track provided by a community member (Recently found on one of my old HDD!)Sadly as UT4 was rapidly declining, so did Atmos and it became nothing more then a blockout map.Later iterations were worked on as a means of testing HammUEr and the pipeline between the hammer editor and UE4.You can currently find one of the old forum threads via the wayback machine, using THIS LINK

In April of 2016, Epic Games & Mapcore ran a level design contest to push new custom content for their upcoming “Team Showdown” game mode.