Jason McCord

Jason McCord

@monsterclip.bsky.social

Level Designer at Valve. Previously on Highguard, Apex Legends, Titanfall 1 and 2, Modern Warfare 2 (OG), World at War, CoD 3 and Big Red One.

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Between projects I like to update my level design portfolio. This time I went pretty hard, giving it a 'crisp' new look and adding a truly insane amount of detail and supporting material for each game/map. Check it out if you like that sort of thing! www.monster-clip.com

The last base for Highguard #blocktober I have is called Citadel. The design goal was to make bomb plant chaining harder by making each bomb site be in compartmentalized rooms that defenders would respawn in while defending other sites. This was starting to get fun and would have shipped this year.

Bog - another Highguard base that was cut. This was made for post launch, a base potentially for Onyx release (witchy vibes). The layout was really simple, and the hook was that all the floors were destructible (bring a hammer). Devs were already breaking floors in the defense phase. #blocktober

"Avalanche" was an ice-themed base I was building for a future season of Highguard. I really liked the way it played and looked. We were able to use finished assets to block out things quickly The walls were ice, and would reform automatically after a raid. #blocktober

Another Highguard base that was cut. An early one I built to test: sniper towers to make long range weapons viable, and stacks of destructible crates that the core could be hiding in. An attempt to find a good use for the hammer. Pretty fun I thought, but the visual hook was lacking. #blocktober

I played #Titanfall2VR mod The immediate sense of scale with the world, BT, Pilots and enemies was so awesome to finally stand in. I loaded up my levels and played some. The fastball genuinely brought me joy. I should have turned on my mic so you could hear me screaming.

#blocktober for Smugglers Den in Highguard. I wanted a tiered layout so there could be vertical destruction paths and a no-man's land for an explosive barrel minefield. And I knew I wanted a rocky stormy coastal base vibe. The artist (Paul Tran) turned it into a pirate-y themed base which I loved.

A fun part of development on Highguard was building bases. They were relatively quick to stand up and could support a lot of personality in the theme and gameplay. Here's an early one I made as we were figuring out the gameplay needs and metrics. Not our concept art. This didn't ship. #blocktober

Jason McCord reposted

New job listing posted! Totally biased, but I think we're on to something really neat here. Come help us make it a reality!

Gravity Well@gravitywell.games

New Opportunity Alert! 🚨 We're looking for an Environment Artist to help us craft an exciting game world! Come join our team and bring our vision to life. 🎮 ✨ Check out the role and apply here: job-boards.greenhouse.io/gravitywell/...

Take Marvel Rivals characters, abilities, art style, etc. and drop them into an open world city similar to Spider-Man 2. Heroes vs Villains, Payday style objectives. 10 v 10 or more. Villains have objectives to blow something up/steal something and Heroes have to stop them.

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My main gripe is that Rivals doesn't feel like I'm playing a Marvel superhero. Heroes don't fight in corridors. Give me open space, and make my powers truly super. GTA V mods do this well. Take the inspiration and add the sick execution from Rivals.

And yeah, I know Rivals is absolutely killing it, but it's just not working for me. I know what this pitch actually entails and that it would be incredibly hard, so I'm just dreaming. But it sure sounds fun.

Take Marvel Rivals characters, abilities, art style, etc. and drop them into an open world city similar to Spider-Man 2. Heroes vs Villains, Payday style objectives. 10 v 10 or more. Villains have objectives to blow something up/steal something and Heroes have to stop them.

Villains can pick which objective to go for, or go for multiple. Heroes team up to take them out and save the day Objectives should lead into real superhero shit I want to be flying through the streets as Iron Man, chasing Venom carrying the hostage, while Punisher sets up an ambush 3 blocks away

Or playing as Magneto, guarding a mag bomb on top of the Baxter Building with Loki, Doom, Ultron, etc., while Storm, Spider Man, Dr Strange, Thor are all flying towards us, initiating a giant aerial battle above the city.

Spent my holiday break restoring my new #SegaNewAstroCity cabinet. New control panel, adjusting the CRT, some new wiring, a new florescent bulb for the marquee, tons of cleaning and a few games (XMvsSF and Street Fighter Alpha) Straight out of a 90's Japanese arcade and it plays so good.

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The first time I turned it on, the picture was totally upside down, but the monitor was mounted correctly. I had to get in the back and learn a bit about the monitor chassis to flip the X and Y on the picture. Surprisingly easy!

The control panel was all rusted & I wanted a 6 button for fighting games, so I ordered a repro panel and rewired it. Also took apart the joysticks and cleaned them. Was fun to learn about JAMMA, which is a connection that has power, A/V and controls all in one, and connects to old arcade boards.

Spent my holiday break restoring my new #SegaNewAstroCity cabinet. New control panel, adjusting the CRT, some new wiring, a new florescent bulb for the marquee, tons of cleaning and a few games (XMvsSF and Street Fighter Alpha) Straight out of a 90's Japanese arcade and it plays so good.

It was so nasty inside - a shop vac and some cleaning rags did a good job (pics are pre-cleaning) but some day I need to take it all apart and repaint it. I adjusted the coin mechanism to take quarters instead of 100Yen, and the coin meter still works! The outside is cleaned but a bit banged up.

#MarvelRivals and #BlackOps6. I was hyper pumped for Rivals as a Marvel fanboy. And I DO like it, but the gameplay is just not grabbing me and getting me to log back in day over day. Fights feel floaty/muddy, random attacks happen from all directions. Lots of steamrolling in either direction.

Black Ops 6 is holding my attention pretty well, and I've only played MP so far. This is the first CoD I've really dove into since Blackout (BlOps4) and the guns/progression systems are absolutely hooking me. I'm excited to jump back in every day.

I bought battle passes on both, and the CoD BP is more engaging. Rivals's character based page system is a turn off for me. I don't play any of the characters in this season's pass so my motivation is low to progress. Anyone have similar or differing experiences with these games?

Do all LDs have a layout/concept they use often? At Respawn, I used Tank Hangars a lot. I loved the big interiors with the Tank set piece, and Pilots had space to play cat & mouse, especially with the underneath paths. Also worked in Apex pretty well I think, at Repulsor.

Hi! Guess I'm here now. To celebrate, here's a pic no one's ever seen before. A heatmap of a Titanfall 1 map I worked on, Relic. Pre-release, when we were testing internally for hours a day. It's beautiful. The paths are well defined and they lead to common fight locations. What you want to see. 👌

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