
Thomas McCormick
Computer Games Developer specializing in games and level design, with experience in 3D modelling, level design and group management.
Work
Below you'll find examples of my work, including, but not limitied to, 3d modeling, aesthetic and level design.
About
Game and level designer, gamer for over 2 decades, big fan of RPG's and FPS games. Sci-fi is a favourite genre of mine. I am also an achievement hunter and like to 100% the games I love.
Some of my favourite games are the Mass Effect series, the Vermintide games, and the modern Doom games.
I'm also a fan of Dungeons and Dragons (When a session can actually be arranged!)
Contact
I don't use much in the way of social media, but I do use Discord frequently, so that is your best bet for quick contact.
During the development of Overtime (a group University project where where everything has a one hit to kill, from the player, to enemies, to weapons.), as a Project Manager, I oversaw the project decisions and everyone's work, while also designing and creating half the level, along with half the 3d assets.
Responsibilities were split as evenly between those qualified as possible and the scope was managed with weekly meetings, and any aspects that were getting too complex or running out of time were cut to avoid wasting time and energy.
I was responsible for the design on the HUD, the designing of the weapon throwing, and the one-hit-everything concept.
Half of the game's 3d modelling, level design and creation, was done by me.
The game was uploaded to Itch.io
JesterWare was made for Global Game Jam 2024 given the prompt of "Make Me Laugh"
I was on the design team for how the game should look, what games should be used, which aesthetics worked and advised when to cut out things that were not feasible to do in the timeframe of the GameJam.
This Medieval Map was made specifically so I could test making an environment I was not familiar with. I used a more moody atmosphere with a very grey skybox, a large amount of graves, and the walls and surrounding mountains making it feel very enclosed and claustrophobic.
While making the above level in Unity, I wanted to try experimenting with an environment I was not familiar with, and try to convey a specific atmosphere. I wanted to bring across a moody and oppressive area, a place you wouldn't want to live if you passed through. I accomplished this in ways such as a dark and cloudy skybox, corpse-carriers being brought to a sizable graveyard squarely in the centre of the area. I have the walls layered and high with the only thing visible past them being mountain peaks, giving the feeling of being almost trapped with a trick of perspective making the walls seem more imposing. The guards accosting a civilian by the water well, and a single merchant hoarding all goods for sale, along with a large amount of displaced people living in tents by the graveyard.
All of this in the shadow of a large collection of towers of the ruling elite. The entrance to said towers being the only place really being guarded.




















