
Jack Dibden
Game Design Gallery
Other Items of Interest
Items that are worthy of discussion/sharing that are entirely independent or were bound to a project that was never completed
Development Videos
Custom Character Controller
A custom character controller made for a fast-based and high-mobility game. Its main features were wall running, double jumping, crouch jumping and bullet jumping. Wall running was counted as a jump reset, allowing for double or bullet jumps to gain even more mobility, and crouching lowered the player’s friction, letting them maintain speed for longer.
Most of the focus here was speed and functionality over visuals with some quick effects thrown together to visually display mechanical changes. This entire project was created in a day as a prototype that never saw further development due to the start of employment.
First Person Shooter (2 point Attack/Defend: Chokepoints)
This was a level design task for <A company> to create an FPS attack/defend map styled to be similar to those found within CS:GO or Valorant.
A major point of focus was sightlines and area control. I knew making this map that I wanted centre stairs to be the most important space on the map to control, due to allowing multiple flank routes into the objectives.
To achieve this, I only gave defenders one sightline, but one that was incredibly powerful. Being higher up the stairs lets defenders fall backwards towards their spawn and gain cover, and the sightlines at the top of the stairs dominate over the space.
The downside to this position is that the defenders at the top of their stairs can’t see into the side entrances, and have to rely on the defenders to call out or kill any attackers that try and close the distance. They can try and hold these positions by going down the stairs, however, this comes with the risk of being in a much more open position that is a long way from any cover.




In retrospect, the defenders on this map have too much control and sight over the attacker’s spawn, and the attackers deserve more of an advantage to try and push into these objectives without relying on taking control of the middle area.
This map was also created without clear rules about the defender/attacker balance. If it was CS:GO where both teams move at the same time, attackers would be able to take control over B’s sightlines easily before defenders could get there, however, if it was like Valorant where defenders get set-up time, B becomes much much harder to push as now defenders own that sightline.
If I were to revisit this project, forcing defenders to take riskier positions to defend the alternative attack routes to mid, similar to Valorants Ascent, would create a much more interesting dynamic. A side route attackers can take into B, combined with at least 1 safer route into the blind spots of the mid-defenders would greatly improve this design.