Arma 3: Contact

Info

 

 

Platform: PC (steam)

Engine: Real Virtuality 4

Company: Bohemia Interactive Amsterdam

Role: Gameplay Designer

Team size: 15

Status: Available on Steam

Release date: July 25th 2019

Website: Arma 3 Contact

Description

EVER FANTASIZE ABOUT WHAT WOULD HAPPEN IF
ALIENS ARRIVE ON EARTH?

As Specialist Aiden Rudwell, you are a NATO drone operator taking part in a military training exercise on Livonia. When a massive alien vessel enters the atmosphere, you are sent on a reconnaissance mission to investigate the extraterrestrial presence. The priority: to learn who or what they are, and find out why they are here. However, with our very existence in the balance, different interpretations fueled by a region-wide blackout quickly prove to be a surefire way to conflict. Over the course of this campaign, you will engage in field science, electronic warfare, and combat recon, in an experience delivered in authentic Arma 3 style.

Competencies

    - Open world level design
    - Scripting level mechanics
    - Sandbox mechanic design 
    - Gameplay prototyping
    - Set-dressing

 

Role & Responsibilities

My work on Arma 3: Contact started during the prototype phase when I gained responsibility over the open world part of the game's campaign. The campaign would feature a strong narrative followed up by a large part of the game set in an open world area in which the player could explore the world. 

This was something never done before within the company and it was my task to prototype and find ways to make this work within the set of tools provided in the engine. Over the course I prototyped, scripted, and designed two of the 6 full missions in which the player can freely explore the world whenever they feel like deviating from the main story. I created the main missions objectives, missions systems, and managed and coached a small team of associate designers who populated the world to give it life.

 
 
 
 
 

ACHERON

Nominated for the Dutch Game Awards in the category 'Best Student Art'.

Project Details

 

Project Name: Acheron

Company: Octopuss

Team Size: 12

Duration: 14 days

Genre: 2.5D Side-Scrolling Platformer

Role: Level Designer, System Designer

Engine: Unreal 4

Year: 2015

 

In Acheron players take control of two separate orbs who are the guiding light for a girl in need in the dark world around her. The orbs are controlled simultaneously using both sticks and bumpers on a controller. Players cannot directly control the girl herself, but are to guide her using one of the orbs and complete challenges in the meantime. The game sets up for puzzles that make her journey a challenge.

 

Competencies

 

    - Experimental Level Design

    - Mechanic Design

    - Player Guidance

    - Puzzle Design

    - Mechanic Introduction

 

Responsibilities & Though Process

 

During the early stages I took on the role of developing the mechanics and systems, together with two other designers on the team and refined the concept to the state where it became playable. I worked closely with programmers and artists to get the look and feel we as designers wanted for the game. 

 

As soon as the concept was completed I took on the role of level designer. I started working on sketches to develop an interesting level for the game. After coming up with several sketches, it became clear that the level would not allow for players to gradually be introduced to the mechanics, as the game featured a rather unconventional control system. I reworked the design so it would be able to introduce players to the game and blocked out the level in Unreal 4 to start prototyping. Several adjustments were made to make the game flow more naturally and better oversight. 

 

When the whitebox was ready, it was sent off to art treatment, which set-dressed the level after which it was returned. In this stage I playtested the level and worked closely with artists to maintain gameplay with as little concessions in art as possible.

Argo

Info

 

 

Platform: PC (steam)

Engine: Real Virtuality 4

Company: Bohemia Interactive Brno

Role: Level Designer

Team size: 20 (3 level designers)

Status: Available on Steam 

Release date: June 2017

Website: www.projectargo.net

Description

Jump into online multiplayer combat where a single bullet is all it takes! Project Argo is a competitive tactical first-person shooter, in which two bands of mercenaries compete over objectives in a 5-vs-5 match-up.

Competencies

 
    - Competitive multi-player level design
    - Set-dressing
    - Iteration using anonymous player data
    - Issue tracking and fixing

 

Role & Responsibilities

 

Project ARGO had just finished its pre-production when I entered the development team. From the moment I joined the team, I started working on new multi player level designs for Project Argo as well as improving existing level designs that had gameplay challenges.

As the development of the project came closer to a final release, it was released to the public to acquire player data. I used this gathered player data to identify design problems and iterate on them. 

Additionally, I have written part of a development blog as well as co-starred in a development stream.

Info

 

 

Platform: Playstation 4, PC

Engine: Unreal Engine 4

Role: (Level) Designer

Status: Available on Steam Store & Playstation Store

Release date: May 29th 2018

Website: www.kabouncegame.com

Description

Kabounce is a team versus team, third person, multiplayer pinball game in which you control the ball.

 

Bounce and spin your ball to reach incredible speeds, or launch yourself into aerial platforming routes to surprise your opponents with an attack from above!

Master your movement in this unique team versus team pinball experience, dominate the playing field with powerful abilities and annihilate your opponents to take their points by force.

Each match players battle in a team versus team format, hitting bumpers claims them for your team and grants you points. Points can be stolen with pre-selected abilities. Bank points at the goal to add them to your team's score and prevent the opposing team from stealing them. At the end of each round, the highest scoring team wins.

Competencies

 
    - Level Flow
    - Player Guidance
    - Spatial Design
    - Level Metrics
    - Mechanic Prototyping

Role & Responsibilities

 

Joining the KABOUNCE team early in development,

I was responsible for defining the level design metrics for future level designs. I developed several levels trying out new ways to make the level design work for a third person pinball game. One of the big problems to overcome was to prevent players from getting disoriented while bouncing around between bumpers by creating clear 'entry' and 'exit' areas in which players are easily able to find their bearings after being slammed around.

Additional design work I did was prototyping small level design related features and finding design solutions for level design problems that could not be overcome with level design alone. An example of such solution would be the introduction of an auto-aim system that goes into effect after a player has hit a bumper, allowing them to rack up combos between bumpers without having to perfectly approach the clusters of bumpers.

Arma 3: Malden

Info

 

 

Platform: PC (steam)

Engine: Real Virtuality 4

Company: Bohemia Interactive Brno

Role: Map Designer

Team size: 6

Status: Available on Steam

Release date: June 2017

Website: Arma 3 Malden

Description

Malden 2035 is a fresh take on the original Malden terrain featured in the very first Arma game. While Malden 2035 re-uses many vanilla Arma 3 structures, vegetation, and similar assets, it also includes additions such as colored buildings, vineyards, and barns. Malden 2035 was initially developed for Bohemia Interactive’s free tactical multiplayer shooter, Argo, and benefits greatly from Argo's infantry focus. A lot of effort was put into the gameplay flow of each location, and as such, this new version of Malden is ideal for Close Quarters Combat.

Competencies

    - Open world map design
    - Set-dressing
    - Iteration using anonymous player data
    - Issue tracking and fixing

 

Role & Responsibilities

The development of Malden went parallel with the development of Argo. Many of the locations created for either project were used vice versa. Over the course of this project, I had a strong focus on developing my visual skills.

When the project neared release, we received feedback from Argo's pre-release, and used this to enhance and iterate on the final result.

Vigor

Project Details

 

Platform: Xbox One

Company: Bohemia Interactive Brno

Team Size: 60 (6 level design)

Genre: Third Person Shoot 'n Loot

Role: Level Designer, Map Designer

Engine: Unreal 4

Year: 2017

NORWAY, 1991

The nuclear war is over.
Central Europe is devastated,
Norway has become the last stand.

You start as a nameless outlander,
but who will you become?
No time for uncertainty.

Turn a shelter into your home.
Fight, run or hide.
Take risks, claim rewards.

Survive this cut-throat experience. 

 

Competencies

 

    - Experimental Level Design

    - Whiteboxing

    - Set-dressing

    - Sandbox Game Design

 

Responsibilities

 

I was part of the Vigor team in pre-production. I took on the role of level and map designer during which I was responsible for pitching level and map design ideas, prototype them, and create whiteboxed gameplay spaces. During this process, active playtestings sessions were held during which I heavily iterated on the gameplay spaces. As development moved on, my responsibilities extended towards set-dressing the selected levels to prepare them for future art support.

© 2016-2019 by Hedrik Offenberg

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