Beth Beinke-Schwartz

Level Designer and World Builder
ebeinke@gmail.com

The Digital Portfolio of Beth Beinke-Schwartz



DOOM (2016)


I worked as a designer at Certain Affinity while we assisted id with the DOOM multiplayer:

"Dominate your opponents in DOOM’s signature, fast-paced arena-style FPS combat. In both classic and all-new game modes, annihilate your enemies utilizing your personal blend of skill, powerful weapons, vertical movement, and unique power-ups that allow you to play as a demon."


Bioshock: Infinite (360, PS3, PC)


I served as a level designer on Bioshock: Infinite. This included designing and scripting combat, narrative sequences, and layout/flow for the level "Finkton", prototyping and iterating on new tech, designing maps used in usability testing, AI companion scripting, and more.

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1



Bioshock: Infinite DLC: Burial at Sea Episode 1


I worked as a level designer on the "Housewares" level from Burial at Sea Episode 1. This included designing and scripting combat + narrative sequences, AI companion scripting, and layout/flow.

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1



Bioshock: Infinite DLC: Burial at Sea Episode 2


I worked as a level designer on the "Columbia" level from Burial at Sea Episode 2. This included designing and scripting combat + narrative sequences.

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1



Bioshock: Infinite DLC: Clash in the Clouds


I designed and scripted combat in several of the levels in Clash in the Clouds.

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1



Shoot Many Robots (XBLA)


Shoot Many Robots is a 4-player co-op, run-n’-gun RPG released on XBLA. I served as a level designer, designing and developing over half of the levels, including the following below. This includes writing design docs with paper maps, environment designs, and narrative specifics; greyboxing and propagating levels with static meshes; and scripting combat encounters.

June 7, 2011+br771+br680+br1

June 7, 2011+br771+br680+br1

June 7, 2011+br771+br680+br1

August 24, 2011+br771+br680+br1



Personal Project: CTF-Dehnaria, an MP Unreal 3 map


Dehnaria is a quick multiplayer CTF map I created back in 2010 using Unreal. Players find themselves housed within an old abandoned settlement on the distant planet of Dehnaria. I designed all work from initial concept to completion, catering to different play styles. Development process and published map files can be found at my blog.

March 21, 2011+br850+br530+br18

March 21, 2011+br850+br530+br21


Personal Project: Indecision, a SP Titan Quest map


Indecision tells the story of a wizard's bitter apprentice turned satyr by a spell gone awry. He was teased mercilessly and thus vowed revenge. He returned to seek his revenge by turning all the citizens into monsters as he himself appeared. Chaos ensued in the town. The quest begins with the lord of the province begging you for assistance in taking back his castle from the dreaded monsters. Multiple quest paths and decisions allow for various endings and rewards. Original paper design can be found here.

March 25, 2011+br850+br637+br11

March 25, 2011+br850+br637+br11