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Inversion

​Solo Project
Project Duration: 4 months
Software Used: Hammer Level Editor
Languages Used: Vscript

Inversion is a roller coaster themed King of the Hill map for Team Fortress 2 (TF2). It features a working rollercoaster created in-engine. 

Level Design

Preliminary Level Design Document

Template from Steve Lee

Level Diagrams + Whiteboxing Kit

Playtesting Gifs

Process:

  • Organized a multiplayer playtest and requested in-game recordings from players.

  • Asked players to screenshot problem areas and describe experiences on different classes. In addition I watched their footage back.

Playtesting Revealed:

  • Playtesting revealed playing Sniper was too strong​

    • Sniper nest had a good view of the control point and any possible flank routes​

    • Many people avoided playing spy for this reason

  • Players wanted ammo + health to be closer to the control point

  • Demoman players could safely shoot sticky grenades onto the elevated control point​, this felt strong because it was hard to see coming.

  • Awkward spots and places where players could get stuck were found​

I responded by:

  • Introducing more buildings and expanded cover to block line of sight and better hide flank routes.

  • Lowered the control point to give better visibility of the area.

Level Scripting

Coaster Diagrams

  • Creating a working rollercoaster required many iterations

  • Integrated logic entities and custom Vscript logic

  • Set up logic for control point and item pickups

Post-Mortem

What went well: 

  • Organizing friends for a playtest was fun!

  • I'm proud of how unique the level is.

​

What went wrong: 

  • Due to time constraints and incomplete documentation, rollercoaster was not in in-time to get playtested.

  • Working with incomplete and sometimes inaccurate documentation was a frustrating experience.

  • Managing my own timeline was challenging.​

​

What I learned:

  • I learned how to make a better whiteboxing kit.

  • I gained experience going through a 3D level design process workflow.

  • I gained experience coordinating a multiplayer playtesting session, and I gleaned insights from player replays and direct feedback.​

©2026 by Game Design Portfolio Ziad El-Rady.

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