Shipped levels and early-stage prototype work. Click any card to view the full gallery and design notes.
Genre-evolving 3v3 tactical shooter built around Duality — each player controls two bodies simultaneously. Designing for Duality meant rethinking every assumption about sightlines, rotations, and site coverage that tactical shooters had established over decades.
The flagship map of Season 1, set in a working port district — dockside warehouses, waterways, and tight alleys converging on two bomb sites.
Set in the vibrant Communa district — dense residential streets, a covered market, and industrial yards converging on two bomb sites.
A decommissioned transit station connecting Breakwater's city center to a desert resort — multi-level train platforms, a ticketing concourse, and exterior yards.
An active cargo transit hub beneath elevated infrastructure — massive industrial interiors, exterior loading yards, and integrated Fast Recall Zones.
A reclaimed overgrown research facility — long alleys, catwalk-level routes, and two open warehouse sites inspired by Cache.
The D-173 military training facility — Spectre: Divide's dedicated practice environment with shooting range, warmup areas, and tutorial wing.
Early development work shown here represents design intent and spatial thinking, not final art. Blockouts and prototypes are often the most honest demonstration of a level designer's process — these are the spaces where ideas were tested, iterated, refined, or discarded.
Greenlit for Season 3 release before studio closure — a map built around natural terrain elevation changes and outdoor site geometry.
Prototype bomb defusal map exploring elevated infrastructure and crossing geometry as primary site approach routes.
Prototype map exploring split-level site design and how vertical separation between A and B affects Spectre placement decisions.
Prototype map testing vertical urban density — multi-story building interiors and rooftop geometry as the primary combat space.
Prototype map testing symmetrical rotational geometry and how mirrored site approaches interact with the Duality double-body mechanic.
A tribute retrospective to Spectre: Divide created by Matt "ave" Peadon, featuring an extensive look at early development and the evolution of the game's maps through to the final shipped product.
Colorful free-to-play arena FPS built on the proprietary GLITCH Engine. Competitive map design here means mastery of item placement, vertical play, and power position control.
Duel map in Diabotical's official competitive map pool — three core power positions with deliberate routing and sightline control for high-level 1v1 play.
TDM map in Diabotical's competitive pool, set inside the Reborn Industries complex — vertical industrial facility with multi-level sightlines and deliberate chokepoints for team combat.
Released as part of a Diabotical map pack — a duel and TDM map pushing further into verticality and non-linear routing beyond the shipped competitive pool.