The Order: 1886

I had just started work on Amnesia: A Machine For Pigs when I was contacted by Ready At Dawn Studios located in Irvine, California. Since Amnesia: A Machine For Pigs was originally planned as a ten month project and applying for a work visa in the United States could take up to six months, I decided to take the plunge and fly over for an interview. After witnessing their still unannounced project at the time I became very interested in the role they were offering me. After some deliberating I took the Level Design role and started work as of October 2012 on their new IP now known as The Order: 1886. There isn’t much information available yet, but for now you can feast your eyes on our E3 teaser trailer by clicking the image below.

Amnesia: A Machine For Pigs

I was contacted by The Chinese Room around October 2011 to work as the lead artist on a sequel for Amnesia: The Dark Descent. Amnesia: A Machine For Pigs is made on the HPL2 engine which was created by Frictional Games for their first title. It has proven to be quite challenging given the tech to compete with today’s visual standards but I feel confident that we succeeded in making an overall great single player experience worthy of it’s predecessor. As the lead I was responsible for a consistent level of quality throughout the game and to make sure that the level design complimented the story they wanted to bring forward.

You can find some work in progress images here

Battlefield: Bad Company 2

After my work on Mirror’s Edge was completed I was moved to another one of DICE’s projects: Battlefield: Bad Company 2. I mainly worked on two multiplayer levels (White Pass and Nelson Bay) and partially on a single player level (No One Gets Left Behind). For this I had to learn FrostBite 1.0 the studios in-house engine. My job on this project was mainly to define the main outlines of the levels by sculpting the terrain and laying down the first art pass and make it work in favor of the strategic elements that the game had to offer.

White Pass

Nelson Bay

Mirror's Edge

I was hired by DICE to work as an environment artist on Mirror’s Edge which was built on the Unreal3 engine. Soon after I got hired I received the opportunity to work on the company’s internal demo level of the game to be shown at GPMM, e.g., The Edge, which later served as the first level of the game. I initially started as an environment artist, but soon after due to tight deadlines I also focused on level design and Illuminate Labs lighting system to speed up the progress. I ended up working on three of the games ten levels, e.g., The Edge, New Eden and Kate.

You can find some work in progress images here

Prologue – The Edge

Chapter 5 – New Eden

Chapter 8 – Kate

Off Limits

In 2003 I started a Half-Life² modification called Off Limits together with Maarten de Meyer who was in charge of all of the programming. These were my first steps into full game development. For this I had to pick up on a great deal of skill sets e.g., modeling, texturing, level design, environment art, Half-Life²’s Source engine and it’s HAMMER editor. I designed and created both the menu’s and UI as well as maintain and run the entire project. I designed and created both our vehicular levels “Styx” and “Undersiege” from scratch and created the unique assets needed for them. I redesigned and updated Robert Briscoe‘s level “Russia” so it would fit the Off Limits universe both in size and in game play. We did a great deal of internal playtesting after our initial release, but were never able to properly release our final version as our hobby became our profession and time shrunk to the point where we couldn’t afford to work on it any longer. I am proud to say that everyone who worked on this project landed a job in the games industry, and for that Off Limits will always be a success in my book. You can download Off Limits or gather more information from our ModDB profile.

You can find some work in progress images here




The Frag Pipe 2002

My favorite Quake 2 deathmatch level was “The Frag Pipe”. As there were no proper conversions available at the time I decided to take on the challenge myself and recreate it for Quake 3: Arena using GtkRadiant. I stayed as close as I could to the original design given the gameplay changes made between Quake 2 and Quake 3: Arena. You can download the level here.

The Extreme Lava Experience

I finished my first level from scratch in 1999 for one of my all time favorite games Quake 2. It is a multiplayer deathmatch level based around a huge pit of lava as the name might suggest. You can download the level here.