Clement Melendez Experiences Games Mods Essays Resume
Experiences Games Mods Essays Resume

Solo project
for Crysis
for 4 months
in 2010
with CryEngine

THE CALL OF THE FIREFLIES

An old man follows mysterious fireflies through the mountains while battling to stay alive in the winter cold

An experiment in minimal design: I disabled almost all gameplay mechanics from Crysis and attempted to create an engaging experience with simple movement and interaction. Winner of the ModDB.com Best Original Art award in 2010.

Solo project
for Crysis
for 1 year
in 2009 - 2010
with CryEngine

MANDATE OF HEAVEN

Non-linear Crysis level set in a Chinese public park

The goal was to practice designing open levels. The level is quite varied because I wanted to experience a wide range of problems this type of design involves and accomodate multiple play-styles. I modeled and textured most of the custom assets too.

Co-op level
for Killing Floor
for 1 month
in 2009
with Unreal Engine 2.5

CORNER MARKET

London city block and farmers market invaded by monsters

This level was a big challenge in many ways: I had never used the Unreal Engine before, only had a month to complete it, it was my first multiplayer level, and I was just beginning to toy with modeling. My goal was to create a simple layout and differentiate the level from others with custom models and textures. Winner of 3rd place of the official Killing Floor mapping contest

Team project
for Max Payne 2
for 4 month
in 2009
with MaxEd 2.0

BOILING

Short noir story of vengence set in a derelict NYC hotel

The level geometry was built by a teammate but abandoned. I added an introduction level, scripted gameplay in the existing layout and developed a short noir story around it.

Team project
for Max Payne 2
for 1.5 years
in 2007 - 2008
with MaxEd 2.0

7TH SERPENT: GENESIS

Over-the-top assassination mission set in a conference center

This is the sequel to 7th Serpent: Crossfire. When the former leader of the project found himself unable to continue his modding work, I took over the project and scripted all the gameplay and story.

Team project
for Max Payne 2
for 2.5 years
in 2006 - 2009
with MaxEd 2.0

MONA: THE ASSASSIN

Explosive 5-levels campaign in city streets & mental asylum

I joined this project halfway through, and most of the levels' geometry was already done at the time, so it is the first time I ever had to script a level I didn't design myself. The team proved to be talented level designers who taught me a lot. I eventually completed the whole project when the team dropped out.

Team project
for Max Payne 2
for 1 year
in 2005 - 2006
with MaxEd 2.0

HALL OF MIRRORS

Rendition of "gun-kata" inspired by the movie Equilibrium

This project was high profile, which attracted all sorts of trouble for us: hacked servers, copycats... It was still a great experience to design levels for the new combat mechanics. Winner of the ModDB.com Editor's Choice award in 2005

Solo project
for Max Payne 2
for 6 months
in 2004 - 2005
with MaxEd 2.0

MAX PAYNE CHRONICLES

Custom campaign centered around saving a missing person, bundled with a multitude of battle arenas

Winner of the Best pack of Dead Man Walking levels award at the MaxPayneForums contest in 2005.

Solo project
for Max Payne 2
for 8 months
in 2003 - 2004
with MaxEd 2.0

THE BIG REVEAL

My first released campaign - 6 levels & lots of bad English

First released project after toying with Worldcraft for years. Had to start somewhere...