Dominic Hill
Game Engines
Creation Kit
Fallout 4
Vault 41
Vault 41 is a level which I did the planning, story and level editing for. It was designed as a dungeon to allow the player to utilize their characters skills to traverse the dungeon in many ways as re-introducing the character skills system was a primary addition for Fallout Cascadia.
The Vault follows a Dungeon design and layout similar to The Legend of Zelda Dungeons where each room has its own component which can affect other rooms in the process.
Through environmental storytelling the player discovers the history and background of the vault which was overthrown by its robot subservients.
This Level I feel speaks as my strongest piece of individual work I contributed to Fallout Cascadia. While I did still manage and direct many parts of the game world as Lead Level Designer, Vault 41 was a Level I made on my own from early concept to where it is now and I am very proud of what was made here.

Top down view of the levels playable area.


The main atrium where a boss fight would occur in the center if the player did not disable the security system.
Fallout Cascadia
While working as Lead level Designer for Fallout Cascadia I was tasked with creating many initial environments and creating major structures and locations throughout the map.
Here are some press revealed areas I created during my time at Fallout Cascadia.



Areas I created that has been displayed in marketing
My Levels visible at 0:55(Restaurant), 1:02.
My Levels visible at 0:51-1:02(Entire town), 1:14-1:22, 1:55.
Head Harbour
A project I was working on before I joined the team at Fallout Cascadia was to be a mod that would add a region of Canada as a playable space in Fallout 4.
I used this level to learn how to use the creation kit and all the elements within to make what I was looking to do.
The area was based on the real life Head Harbour Lightstation which I used to learn the creation kit and create a depiction of a real life location in the open world. I ended this project to focus on Cascadia.
Source Engine
Counter-Strike: Global Offensive
Cs_Hotel
Level Blockouts, refined for gameplay.




One of my levels I worked on for Counter Strike was a rework of a earlier level which was designed to be a Botanical Garden. I switched the design so the level was to take place in a high-class hotel and begun on the new layout, then Block-out featured here.
The level is a Hostage Rescue map with points of verticality as well as some interesting locations within which will be differentiated by the environment art.
Unreal Engine
Projects
Mansion Heist
This was a project I used to learn scripting and blueprint functions within the Unreal Engine. It is a basic game where the players objective is to reach the end goal while avoiding cameras.
I implemented all the basic mechanics for the player such as health, movement and camera controls as well as the level mechanics with areas that cause slowing effects and camera sights dealing damage.

Explorers Room
This Diorama was created for learning 3D modelling and how to use Unreal Engine to create visually appealing scenes.
Using lighting and Effects available within Unreal I was able to create a visually pleasing scene to display my 3D models. You can view the models Here.
Also Experienced with
the Unity Game Engine
