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 level, sculpting the terrain and laying down the first art pass to work well with level design and work in favor of the strategic elements the game play has to offer.
White Pass
Nelson Bay
TV Commercial
Mirror's Edge
I was hired by DICE to work as an environment artist on Mirror’s Edge which was build 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.
Prologue – The Edge
Chapter 5 – New Eden
Chapter 8 – Kate
Launch trailer
Off Limits
As co-founder and co-leader of Off Limits I was in charge of most of the visual aspects from conceptual state to final. Collaborating with artists from around the globe was one of my tasks. My skill set grew as time went on, I started modeling and texturing, moved on to level design and environment art to designing and creating the UI for the game. I also made sure the whole art direction stayed constant and all assets that ended up in the game were up to par with the direction we were going for.
Playtest footage 2009-03-29
test
The Frag Pipe aka Q2DM3 was my favorite level from Quake2 and as there were no proper conversions available at the time for Quake 3:Arena I decided to take on the challenge to recreate it myself. I stayed true to the original layout and design with the exception of replacing ladders with jump pads as that is the norm in Quake3: Arena. I also left out the double moving platforms in the slime pit since the area is accessible without them. For those who still play this awesome game and wish to play this level, there is a download link at the bottom. There is also bot support for those who want to play offline.