( now Squad 44 )
3D GENERALIST, at Periscope Games
(May 2016 - July 202)
As a Generalist for the game Post Scriptum I was responsible for multiple aspects of the game, including
Level Design, Environment Art & Animations.
Responsible for content:
Level Design & Environment Art - Utah Beach
Level Design & Environment Art- St. Mere Eglise
Level Design & Environment Art - Dinant
Level Design & Environment Art - Heelsum
Level Design & Environment Art - Arnheim
Animations - Various weapon & character animations
Art - Several Vehicles & Equipment
Prototyping gameplay systems
General Marketing material
UTAH BEACH
Together with Daniel Falves I developed this key map for the Day Of Days expansion release of Post Scriptum.
The design of the map involved a progressive unlock of a line of objectives reaching inland. The allied team has to fulfill three objectives by destroying blockades along the beach, which in turn will unlock the next set of objectives further inland.
Each area carries had to be distinct and focus on a specific aspect of the game.
Beach landing - Immersive & atmospheric meat grinder favoring Axis.
Town - Intense Close Quarters Battle with shorter reinforcement times for Allied foot soldiers & vehicles due to close proximity to the beach.
Hedge & farmland - Introduction to the typical landscape of Normandy involving a push & pull between Axis and Allies with the Gameplay space opening up to medium range combat.
Marshlands - Long range combat favoring vehicular combat between Axis and Allies.
Key responsibilities
Level Design - Paper planning & Designing a large 4x4km map that includes a beach landing, multiple POIs and objectives involving 80 players in a PvP environment.
Prototyping the Beach landing sequence which involved boats, artillery fire and events via UE’s blueprint system - later to be ported to C++.
Environment art creation and combining efforts with the Outsourcing company to create the necessary library to populate the environment.
General design of the gameplay mode.
DINANT
Dinant was a hero map of the Chapter 2 release of Post Scriptum involving the early years of world war 2 and the fight between the french and the germans.
Key responsibilities
OTHER WORK
Level Design - Paper planning & Designing a large 4x4km map that includes a beach landing, multiple POIs and objectives involving 80 players in a PvP environment.
Prototyping the Beach landing sequence which involved boats, artillery fire and events via UE’s blueprint system - later to be ported to C++.
Environment art creation and combining efforts with the Outsourcing company to create the necessary library to populate the environment.
General design of the gameplay mode.
The 4x4 map of Dinant has a major landmark and gameplay area at it’s center and smaller secondary POIs acting as intermediate objectives in its vicinity. This was our first iteration of a map containing a larger, more expansive interior space inhabiting the Citadel at the top of the mountain.
Apart from the level design of the space, my work included created a modular set of buildings to form the town, the citadel itself and various farmland pieces to populate the sorroundings.