homefront: the revolution (2016)

playstation 4, xbox one, pc, linux, mac
Crytek GmbH| Level Designer

Homefront: The Revolution is an open-world FPS where players ignite a guerrilla uprising against an oppressive regime. Set in a dystopian America, the game features dynamic combat, strategic resistance tactics, and a living world that reacts to player actions. As the rebellion grows, every battle shapes the fate of the revolution.


As a supporting Level Designer on Homefront: The Revolution, I was in charge of the level design for the Ambush level.
This would become one of the first levels to immerse the player into modern guerrilla warfare, by ambushing and blowing up
an enemy convoy.


My work on Homefront: The Journey included:

  • Researching guerrilla and resistance tactics
  • Main level owner for the Ambush level
  • Planning and scripting the ambush sequence, through many iterations
  • Enemy placement and (navigation-) improvements
  • Basic set / prop dressing
  • Dialogue implementation

Credits

Crytek GmbH, Crytek UK, Deep Silver Dambuster

Ambush level

The Crytek Frankfurt studio supported the Crytek UK studio on the development of Homefront: The Revolution, and I became the level/mission owner of Ambush, one of the earlier missions in the game. Its intention was clear: "immerse the player into the resistance", which meant doing research into real life acts of resistance, enemy convoys, how they could be sabotaged, and how the enemy responds once attacked.


This meant creating a clear path to the player to the ambush staging area, offering a good view to the approaching enemy convoy.

 

Once the convoy is approaching, have the explosives blow up the street. This would then change the the AI to go to their regular aggro behavior, which required scripting on my side.

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Expanded Screenshot