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Berchtesgaden (2016) call of duty world at war After watching the tenth episode of HBO's Band of Brothers, I felt inspired to create a multiplayer level in a Bavarian town. Looking back at my own visit to Berchtesgaden back in 2008, it clicked. The main street inspired by Band of Brothers, and the rest of the level (loosely) based on real life Berchtesgaden. When I released this level in 2016, it was even featured in the Berchtesgadener Zeitung!
My work on "Berchtesgaden" included:
Credits Treyarch Corporation |
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about berchtesgaden It is May 10, 1945. The American forces are on their final push forward to the Kehlsteinhaus a.k.a. Hitler's Eagle's Nest, high up in the Bavarian Alps. Unfortunately, the town below - called Berchtesgaden - has some scattered German forces which are defending each building and garden to the bitter end. Will the allied forces succeed and push towards the Eagle's Nest, or do the Germans manage to hold them back?
Process 1. I started collecting references from Berchtesgaden for the mood, details, customs, architecture, landscape, and Band of Brothers. I put these on a board using PureRef for a nice overview and impression of the area.
2. Using the collected references, I start to think what main shape of level I'd like to go for. An 'infinite' or 'figure-eight' shape layout works well as the main flow path through a multiplayer map. From here, smaller routes can branch off and connect to other main routes. Additionally, I found it helpful to mark the zones in terms of theme or significance, mainly to have a point of reference in case of feedback.
3. Creating the rough block out. Keeping the shapes and textures simple so it's still easy to make (drastic) changes. At this stage I also implemented AI bots already so I could do quick tests on my own, until new versions were ready for player feedback.
4. Implement game modes, working with C code. Test thoroughly.
4. Collecting player feedback and iterating on the layout. Repeated until I was happy with the layout.
5. Adding textures and details, and still playing regularly. This is where the bulk of the work is happening, but the part I enjoy most!
6. Visual effects and audio implementation, to really set the mood for an alpine town.
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