Mac Addict
Custom game scenarios that reached an international audience

Featured in three issues of MacAddict magazine, reaching thousands of readers nationwide.

Overview

In the late 1990s, a group of friends and I became immersed in Bungie’s Marathon series, one of the first first-person shooters designed specifically for the Mac, and a precursor to Halo. Bungie’s decision to release an editor for the game sparked a vibrant global community of fans creating original “scenarios.” This opened the door for us, still in high school at the time, to build and release our own fully realized scenarios that reached an international audience.

Creative Concept & Execution

Our team developed and released two original Marathon scenarios, each featuring more than 10 levels each, numerous multiplayer maps, unique storylines, and completely new graphics. What made the experience remarkable was the way we essentially operated like a small game studio before we even graduated. Team members took on roles ranging from story development and level design to gameplay dynamics and graphics creation.

My own contributions centered around designing and building graphics for the game world, as well as developing many of the multiplayer maps. I loved experimenting with how environments looked and played, making sure they were engaging both visually and strategically.

To promote our releases, some members of the team produced trailers, one of which even included an original track written and recorded by fans who were anticipating our second scenario. That sense of community around our work was both surreal and motivating.

One of our most ambitious releases, Dark Rose, was designed as a truly cooperative scenario. Unlike traditional single-player or free-for-all maps, progression required two players working in tandem, often separated in different parts of the level. Each player would trigger switches, open paths, or create diversions that allowed the other to advance. At the time, it was an unusual design choice, but it gave our scenario a unique identity and encouraged teamwork beyond what most mods of the era attempted.

Visual Showcase
December 1997 - Atlantis
January 1998 - Atlantis: Gold
May 1999 - Dark Rose
Reception

The projects gained recognition far beyond our local circle. MacAddict, one of the most popular Mac magazines of the era, featured our scenarios on the demo discs of three separate issues. At the time, that meant distribution to thousands of readers and exposure to the wider Mac gaming community. For a group of high school students, seeing our work published alongside professional software was an incredible validation.

Among these, our cooperative scenario Dark Rose became especially memorable. It required two players working together to progress, an unusual design choice for the time that stood out within the community and gave our work a distinctive reputation.

Skills Demonstrated

• Game Design & Level Development
Designed and built original multiplayer maps with custom graphics and engaging gameplay dynamics.

• Innovative Multiplayer Design
Created Dark Rose, a scenario that required true cooperative play, with progression tied to two players coordinating across separate areas of the map.

• Graphic Design
Created textures and in-game artwork to support unique storylines, environments and scenarios.

• Collaboration
Worked as part of a self-organized team that mirrored professional development roles, functioning like a small gaming studio.

• Community Engagement
Participated in a global fan-driven modding community, sharing releases and promoting new, fan built, scenarios.

• Early Publication Recognition
Contributed to projects featured in three issues of MacAddict magazine, gaining national exposure.

• Creative Storytelling
Helped shape narrative elements that complemented gameplay and design.

Reflection

Looking back, these projects were more than just a high school hobby—they were my first real taste of building something with a team, shipping it to the world, and seeing it resonate with an audience. Designing levels, creating graphics, and collaborating with friends taught me lessons I still carry today: how to balance creativity with structure, how to contribute unique skills to a group effort, and how thrilling it feels to see your work recognized outside your immediate circle.

Having our scenarios published in MacAddict was validation at a formative time in my life, and it sparked the drive to keep pursuing projects that blend creativity, technology, and community.

About

In the late 1990s and early 2000s, MacAddict was one of the most widely read magazines dedicated to Apple and the Macintosh ecosystem. Each issue shipped with a demo CD containing software, utilities, and community-created content—making it a primary way Mac users discovered new tools and games before broadband internet was common. Having a project featured on those discs meant your work was distributed to thousands of readers nationwide, sitting alongside commercial software from major developers.

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Early Teaching & Mentorship