Daniel Platt aka voodoochopstiks
Level Designer
Stockholm, Sweden
platt [at] ond .se


  • Citizenship: U.S. & Swedish

    Languages:  English & Swedish(mother tongues), Spanish(intermediate)

      GTK/Q3Radiant, Valve Hammer Editor, IdTech5 Edit(expert)
      Adobe Photoshop, Modo, 3D Studio Max, Google SketchUp(intermediate)
      Unreal Editor 2/3(novice)
      Strong sense of suitable/fun combat and level design.
      Passionate about delivering exciting and interesting gameplay and architecture to the player.
      Easy going, calm, listens well to feedback from a rational as well as personal standpoint.
      Sociable, enjoys working closely with other team members and workmates on projects.
      Fast learner, quick to pick up new tools and work methods.


    Developer: Grin
    Publisher: Capcom
    Release: May 2009(XBOX360/PS3)
    Platforms: Xbox 360 / Playstation 3 / PC (Windows)
    Tasks: Single Player Level Design, Multiplayer Game Design, Lead Multiplayer Level Design.

    You can see some details and screenshots about my work on Bionic Commando here.

    Developer: Grin
    Publisher: Ubisoft
    Release: Summer 2007
    Platforms: PC (Windows)
    Tasks: Single Player Level Design, Multiplayer Level Design, as well as bug fixing and gameplay
               conversions of multiplayer levels from the very different Xbox 360 version of the game.
    Notes: One of my levels 'Calavera' was selected to be the sole level of the multiplayer beta/demo
               for GRAW2. It was very positively recieved by 1UP:

               "The Calavera level map design is exceptional. The large, broken down houses, containing tons
                   of little cracks to sit or hide in, speaks volumes for the effort put in by map designers."

    Developer: Grin
    Publisher: Capcom
    Release: Summer 2008
    Platforms: Xbox 360 / Playstation 3 / PC (Windows)
    Tasks: Additional Level Design; jumped in and created a bonus area when time was tight for the regular team.

  • astronomy

    An ongoing level-project made for CPMA duel
    Has been featured in numerous tourneys and subjected to high-level tournament play and tweaked
    several times for balance since its first release in 2006.
    Playing a purely aim-based game has been made harder with the close ranges and the tight
    hallways, encouraging prediction and listening for the enemy in order
    to set up ambushes rather than relying on sniping or brute force skills.
    It provides a refreshing difference to most other tournament levels,
    and sets a niche for itself.

    inverted penguin

    A 2vs2 team deathmatch level I made in collaboration with a norwegian online friend called Fjoggs.
    It's for CPMA and it's quite well liked so far.

    Yet To Be Named

    An early Work in Progress map for Reaction Quake 3


    A rather old CPMA 1on1 map that development discontinued of when my hd died and the map file disappeared.
    A very early project, but a good learning project and 'reboot' of my mapping skills.