Oriol Colomer's profile

Oriol Colomer Delgado: Portfolio

Oriol Colomer Delgado
Level design, 3D and game development
Hi, I'm Oriol (known on the internet as ics_de) and this is my portfolio. Video games have been my passion since I was young, that's why I started learning both 3D and game development. These are a frew examples of my work.

Level Design and Environment Art
Counter-Strike: Global Offensive

Mapping for CS:GO is a big challenge, since Counter-Strike's gameplay relies entirely on team-based strategy. However, a level designer for this game must not only take into consideration the map's layout, but also a catch, a key factor that makes the map stand out.
The game's classic gamemode is a 5 versus 5 match in a "three-lane" map (also known as "clover grid" layout) with two bombsites, the places where most of the action develops. However, I prefer to develop maps for the 2v2 mode with one bombsite, since designing a second one can blur the purpose of the map.
Rooftop
I worked on this map for about a month and a half. It features fast paced action due to its small size and close placed spawnpoints, verticality thanks to its double-height design, one way paths and lots of surfaces to bounce smoke and flash grenades from. The setting is a highrise in construction. It is important to make sure that every cover is consistent and as geometrically simple as possible: players must be able to tell wether or not are they visible when behind a prop. Texturing was strongly taken into consideration: most walls use colors that contrast with the playermodels, thus making it fair for both teams. Further down are displayed some screenshots from the initial blockout of the map.
The map can be played here.

After a few days, the map reached the front page of the Steam Workshop and, at the time writing it has achieved a total of 8.690 unique subscribers and a 96% of 137 positive ratings.
Illusion​​​​​​​
Some popular 5v5 maps in CS:GO have had 2v2 versions developed. This was not the case with one of the most famous maps, Mirage. So, I created my version adpating bombsite B to the 2v2 gamemode. The screenshots below reflect the changes made to the map. These include the removal of a passage (Underpass) and the creation of a new one, alongside the blocking of the entrance to Short from Mid.
I want to remark that most of this map was not created by me, just these few modifications. The map can be played through this link.

The original map being already so popular boosted my map up to the front page in just hours, with currently a total of 24.964 unique subscribers and more than 1.638 ratings in the Steam Workshop.
Farquaad
This map was created for a community gamemode called Defenestration, which brings a different playstyle to the Hostage rescue mode. The gamemode was created by the popular CS:GO youtuber 3kliksphilip, who made a video about the gamemode and opened a contest about maps for the gamemode. Farquaad got featured in a collection for the gamemode. This meant the map would be added to the map mool of a playtesting server. The map received a lot of feedback and improvement, and it can be played through this link.
de_ics
de_ics is a 5v5 competitive defusal map still in early development. It is an attempt at breaking the current competitive mapping norm by introducing new dynamics to both gameplay and layout. The theme is Renaissance-punk brutalism and the map can be played here.
Scenes and composition
The Source engine (used for games such as Half-Life 2 or CS:GO) has a high graphic fidelity due to it's ray-tracing rendering, with it's only downside being the fact that this rendering is not in real time, but rather pre-calculated before the mapper gets to test the level. This graphic fidelity combined with how fast it is to create scenes in the Hammer editor, makes it really easy to create scenes, in my case using the default CS:GO models.
Trench
The first two pictures are the original reference, from this videoclip. The next three show just the progress of the development of the scene. The last three are various angles of the scene.
Museum
Inspired in the real Seville's Museum of Fine Arts, I tried recreating some parts of it.
Blender
I use Blender to create levels for video games, 3D models (scenery, props, weapons...) and some small projects to test out visual concepts.
Game Development
I mainly use the Unity Engine for game development. Here are a few examples, but more can be found on Itch.io.
The Dungeon
The Dungeon was my entry for the Game Dev League July 2018 game jam, made in three days. All of the assets except for the audio were made by me. It places the player inside a Wolfenstein 3D-like dark dungeon, facing various enemies.
Infinicity
This was a simple experiment in which I created some randomly generated buildings.
Cell ecosytem
After learning a lot about natural selection, I wanted to create an ecosystem, with some creatures which would inhabit it. Here's the result:
WAVEPUNK
I made this game with a friend of mine for the Game Maker's Toolkit 2021 Game Jam. I created all the music and sound design, together with some art (Menu scene, textures and final boss):
Texture Creation
"Alive" CS:GO Skin Collection
This pattern design was made the "Dreams & Nightmares" skin making contest. It is inspired by retro horror movies, and with it, my aim was to create a finish that makes the gun turn into something else, like it's not a gun anymore and it's something alive. And so, this zombie flesh-y design is what I came up with.
Contact
Twitter | Steam Workshop | Sketchfab E-Mail: oriolcolomerdelgado@gmail.com
Oriol Colomer Delgado: Portfolio
Published:

Oriol Colomer Delgado: Portfolio

Hi! I'm an indie level designer and game developer and this is my portfolio.

Published: