Hi my name is Julie Marie Baronet Hughes, and I am a Level Designer.

I thought that it might be a good idea to get all of my work in one place, so that is my main goal with this site. It has an area that focuses on my professional work, and also thrown in for good measure is a little about me section. It even answers the most asked question of my career thus far… "How did a girl get into Level Designing?".

Enjoy!

Gods and Heroes: Rome Rising (PC, MMOG)

Gods and Heroes: Rome Rising was a Massively Multiplayer Online Game set in ancient Rome, combining historical elements and enemies with mythological ones. Players would have the chance to modify their classes by aligning themselves with different Olympian gods, but one of the games most unique features was the ability to manage up to 4 minions at once.

It was being built using a modified version of Renderware. I designed and implemented the public zones Vinetum and Morbus Fields, made several of the begining iterations of the starting zone Telchinos, and made three modular instance sets in both a sewer and catacomb theme.

Gods & Heroes: Rome Rising was well-received at 2006's E3; receiving many best of show awards, gameplay awards, and best graphics awards, however the project was cancelled during beta testing and thus far will not ship.

VINETUM SCREENSHOTS

VINETUM PRE-ALPHA VIDEO

MORBUS FIELDS PRE-ALPHA VIDEO


Medal of Honor: Pacific Assault (PC)


MoH: Pacific Assault is the 7th installment in the Medal of Honor series. The game was built using the same MoHRadiant engine, however it was heavily modified for this project. It was released on November 9, 2004.

For this project I did extensive research of the era to provide the level design team a basis to work from, then as a team we fleshed out the new "Invader" multiplayer mode and created the locales for eight new multiplayer maps. For my assigned maps I sculpted a terrain mesh in the MoH:PA terrain editor to represent the designs, and then began laying out assets onto the completed terrains before moving to the Sahara.


Sahara (X-BOX/PS2)

Sahara was a 3rd person perspective action-adventure game based on the motion picture Sahara. We were developing a new idea (at the time) for combat that we called "Improvisational Combat". The game utilized an in-house engine and editor which was being developed during the production of the game.

I was mainly responsible for developing the ideas for and scripting the Real Time Cutscenes for this project. I did in addition to this, build a few models for various small objects and made several textures for rugs, posters, etc to help convey to the audience that it was taking place in Africa.

The project was eventually cancelled (I believe due to legalities concerning the author of the original book [Clive Cussler], and the studio developing the movie).

SCREENSHOT GALLERY


Medal of Honor: Allied Assault: Breakthrough (PC)

MoH: Breakthrough is a 1st person shooter expansion pack for the hugely successful MoH:Allied Assault. The game used a customized version of the Quake 3 engine and tools (Q3Radiant) called MoHRadiant. The project was released September 22, 2003.

For the time I was working in the development cycle I was responsible a multiplayer level (Bologna). After the game shipped I was tasked with converting one of the single player levels (Bizerte Fortress) into a multiplayer level for the first patch.

BIZERTE MP SCREENSHOTS

BOLOGNA MP SCREENSHOTS

 

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