Sammy Bunting

Level Designer & Computer Game Developer

sammyjbunting@gmail.com

About Me

I'm a final year STEM student from the United Kingdom currently studying at the University of Derby. I've had a strong love for computing for my entire life, and am deeply passionate about Computer Game Design. I specialise in Level Design, but like to consider myself a 'jack of all trades' type and like to dabble in many different areas. I'm the lead developer of a small indie team creating a physics arena game called Boing! Bubble Arena, which has a small following.

Please take a browse through some of my past works here!

Game Design

Flipside Down

Game Designer

A solo Indie Puzzle Platformer title originally created as a university project that is being further expanded upon within my spare time, Flipside Down is a Portal-inspired linear experience where the player must utilise gravity switches - among other puzzle and parkour elements - in order to progress through the levels. It features basic Steam support, leaderboards and more.

Team Fortress 2 Custom Level Design

Level Developer

For nearly a decade I have been creating custom Team Fortress 2 levels, and I am proud to have had two of my works officially featured in updates for play in 2016's and 2020's "Scream Fortress" events. I have however made many works, several of which are displayed below.

The process of creating a level is quite a long one as you have to be particularly thorough in all of the stages. Initially I will spend a few days to a week creating a basic alpha level involving all necessary gameplay elements and minimalistic detailing & lighting (anything important for gameplay plus enough to draw the basic theme out to users and others I may work with in the future on the project). From there the level will be thoroughly tested for typically anywhere between three to six months, with changes to issues being presented between tests; anything from bug & exploit fixes to total redesigns of specific areas that do not play well enough.

Afterwards begins the process of doing an "artpass" on the level, where depending on confidence in the layout either all of or a section of the map will be detailed and properly lit. Depending on the scale of the level, the number of people working within the project and the number of custom assets required this process can take between an extra month to three months.



Autumnal Content Pack

Along with a small selection of others, I created a miniature content pack for Team Fortress 2 centred around the season of autumn. It involves variations of standard textures that better fit an autumnal palette, a handful of new signs, new terrain textures, some skyboxes as well as some fitting models.

Boing! Bubble Arena

Lead Developer of Indie FPS Alpha Title

Boing! Bubble Arena is a fun first-person Steam-integrated shooter wherein players are placed into a level with a bubblegun chosen from a selection with various stats, and is tasked with shooting others in order to propel them off of the stage. The last one to survive wins! The game is available below to download from our Discord server, and it's entirely free to join and host games during Alpha Early Access!

We hope to be on the Steam Store soon.

BMapper

Developer of Level Editor Software

BMapper is an early alpha level editor I designed for my game Boing! Bubble Arena within Unreal Engine 4. While Unreal does support custom maps by default, I wanted a much more user-friendly approach than that provided by Epic Games at the cost of many limitations; whether these limitations are a benefit or not is down to you, as it's much easier to ensure levels are better functioning through custom limitations in a bespoke editor.

As it is early alpha, there are many issues and incomplete/unavailable features within the software. Be aware the current state of BMapper is more of a proof of concept than anything resembling a final product.

Download BMapper at the Boing! Bubble Arena Discord server.

Mario Kart Wii Custom Tracks

Custom Track Creator

In my spare time I have created a few custom tracks for Nintendo's 2008 title Mario Kart Wii. The game has a very dedicated fanbase that has created a variety of tools to make this task easier, with many fans of the game dedicating a large portion of their time to custom track creation. There's much to learn about developing intuitive and exciting tracks that can be applied to any racing game (perhaps further than that too), namely the correct usage of height variation, proper usage of visual noise so all turns and hazards are properly indicated and game-appropriate scaling to ensure driving does not become a drag. On top of this, you should adequately sprinkle around some of the game's mechanics to make driving more interesting; in the case of Mario Kart Wii this is trick ramps, wall zippers and cannons, as well as familiar hazards like goombas, thwomps and chain chomps (to name a few).

Sadly (as you're very likely aware) the Wii has a lot of graphical limitations and as such the quality of some in-game screenshots aren't fantastic.

©2020 Sammy Bunting
Source™ and Team Fortress 2™ are the property of Valve
Unreal Engine 4™ is the property of Epic Games
Mario Kart Wii™ and the Wii™ are the property of Nintendo

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