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