
MULTI-LAYERED MAP
Harbour District
A placeholder for a detailed case study: routes, sightlines, vertical play, and the optimisation needed to keep a busy server smooth.

THE APPROACH
I’m Smashy, a full-time Senior Level Designer with a degree in Games Production, two Steam releases, and more than ten years in the games industry. Most of my work has been for Garry’s Mod communities where a map has to look good, play well, and still run properly when the server is full.
SELECTED WORK

MULTI-LAYERED MAP
A placeholder for a detailed case study: routes, sightlines, vertical play, and the optimisation needed to keep a busy server smooth.
ROLEPLAY ENVIRONMENT
Reserved for future screenshots and a proper breakdown of the work behind the map.
STEAM RELEASE
Reserved for release work, process notes, and the bits that never make it into a trailer.
ABOUT SMASHY
Working in Garry’s Mod has taught me things that do not show up in a generic level-design tutorial. I know the compromises that come with large, layered maps and the difference between something that works in testing and something that works for a real community.
I’m not the cheap option, and I am not interested in pretending every idea is perfect. If something will not work, I’ll say so. If it can work with changes, I’ll explain them.
Every job is discussed one-to-one. There is no fixed package because no two projects are the same.
REFERENCES
“Straightforward feedback from the start, and a map that turned out better than we had first pictured.”— Client reference placeholder
“The map was built for the way our server actually runs, not just for a staged screenshot.”— Client reference placeholder
LET’S TALK
Come and chat in the server. We can talk through the idea, what it needs, and whether I’m the right person for it.