Tom Hanrahan - Game Designer

Hello! My name is Tom Hanrahan and this is my video game design portfolio. This portfolio represents work I've done both as a professional and as a hobbyist game designer. I would love to hear from you if you've played and enjoyed any of these games or levels, or if you have a job opportunity and you think I'd be a good fit for your project.

My e-mail is: hanrahan.t@gmail.com

Airmech: Command (2016)


   

In Janaury 2016, I was hired as a contract designer to work on Airmech: Command, which was released as a launch title for the Oculus Rift. My responsibilities included the creation of a small amount of environment art, sound design, scripting gameplay and sound events, and the visual presentation of the levels.

Editor used : Proprietary game editor + 3ds max

Fat Princess Adventures (2015)


   

From August 2012 to March 2014, I was a Designer on the Playstation 4 title Fat Princess Adventures. Some of my contributions and responsibilities were: helping to build the level design workflow and pipeline, fleshing out the game universe, monster design, level design, level scripting, design presentations, and more. It was released in December 2015

Editor used : Proprietary game editor + Maya

Escape Plan (2012)


       

From June 2011 to August 2012 I worked on Escape Plan, a launch title for the Sony Playstation Vita. On Escape Plan, I worked as a Designer and was responsible for creating level layouts, puzzles, and some level scripting in C#. Escape Plan was named one of CNN's Top 10 games of 2012.

Editor used : Unity

Marvel Super Hero Squad Online (2011)


           

In 2010, I joined The Amazing Society to work on the game Marvel Super Hero Squad Online as a Game / Level Designer. The game is a browser-based MMO set in the Marvel universe. I was responsible for creating a number of the game's "brawler" missions. This entailed the creation of gameplay scripts, combat encounters, and various other duties. It was released for PC / web browsers in 2011.

Editor used : Unity

Lord of the Rings: War in the North (2011)


   

In 2009, I worked on Snowblind's Lord of the Rings: War in the North. During that time, I was responsible for building level geometry, player / enemy spawn placement, and creating gameplay scripts for a multiplayer level, Osgiliath. I created level geometry in 3dsmax and wrote gameplay scripts in Lua. The game was released on PC, PS3, and Xbox 360 in 2011.

Editor used : In-house level editor & 3ds max

F.E.A.R 2: Project Origin (2009)

               

I created levels and environment art for the multiplayer portion of F.E.A.R 2: Project Origin and its DLC packs. The game was released on PC, PS3, and Xbox 360 in February 2009.

Editors used : Monolith's WorldEdit & 3dsmax 2008

F.E.A.R Perseus Mandate (2007)

   

On F.E.A.R Perseus Mandate, I was responsible for level planning, construction, scripting, and combat encounters. The game was released in late 2007 for PC.

Editor used : Monolith's WorldEdit

F.E.A.R Extraction Point (2006)

   

The first professional project I built levels for, F.E.A.R Extraction Point was released in October 2006. The thing that I'm most proud of about this project is knowing that I was part of a small team of Level Designers who helped the developer (Timegate Studios) gain credibility as an FPS developer, having previously never developed an FPS title. The game won PC Gamer's "Expansion Pack of the Year" for 2006

Editor used : Monolith's WorldEdit

Mod Levels

The following levels are levels that I worked on for fun in the game modding community. I did not work on any of these games in a professional capacity.

Unreal Tournament 3

Untitled


       

A short single player demo map made in UnrealEngine3

Editor used : UnrealEd

Half-Life 2

dm_ortho


   

A Half-Life 2 Deathmatch map released in June 2005. The map is a traditional deathmatch style layout in an underground waste / sewer setting.

Editor used : Valve's Hammer

Far Cry

MP_Blitz1


   

A deathmatch map set on a flooded island. This was my first and only map for Far Cry. I really enjoyed working with the editor and playing Far Cry deathmatch.

Editor used : Crytek Sandbox

Quake

"Save CZG!" & Start map

     

A single-player Quake map (and a start map to navigate the map pack from) consisting of a Norse-inspired village. This map was part of a Quake community map pack I organized from October-December 2004. Quake review site Underworldfan says this of the map: "Build quality is quite good," "good job on lighting," "Overall, good visuals"

Editor used : GTKRadiant 1.5

"Hatful of Hollow"


   

My first "official" map release after a few years of honing my skills with lots of unreleased maps, this deathmatch map was released in February of 2004.

Editor used : Worldcraft

Tom Hanrahan - 2016