I come from northern Germany, but also have a Danish background. I wasn’t brought up as an artist, but there were a number of artists, designers and artisans in my mother’s side of the family. I originally studied history but also had creative leanings.
I started dabbling in game design around 2004, with a focus on level design. However I also taught myself some programming, mainly the C language, during a few smaller mod projects.
My first serious mod project was RemakeQuake, which was started in 2007 to recreate Quake from a more modern angle. I was co-founder and later project lead of a team that counted almost 20 people at its peak. We released three single player demos (map packs / feature demonstrations) and one multiplayer demo.
Achievements during my stay on that team included introducing a new BSP format and networking protocol with increased limits, writing gamecode for real rotating entities, adding a ton of features including various puzzling and platforming elements to the game, and pushing for much higher detail levels and more modern grade texturing and materials. I also always pushed for more stringent art direction, which turned out to be an uphill battle in a team of volunteers. I left RMQ in 2012 to create my own game, Scout’s Journey.
Today I broadened my skill set to do almost anything that needs doing in a game project, but my focus is still level design and environment art. Most of my time now goes into making Scout’s Journey.
Notable SJ features include mesh-based instead of BSP-based environments, use of particles and realtime lighting, heightmap terrain, skeletal animation, spawning of AIs during runtime (AI director), RPG-style loot system, quests and character development, and use of clientside QuakeC for interactive GUI elements etc. Some of these things wouldn’t be possible without the FTE engine.
Here’s a breakdown of work I’ve done over the years.
In 2004/2005, I designed a new player class for the textmode RPG NetHack, the Vagrant. I got as far as coding the class, quest nemesis and a few monsters and artifacts, but what proved to be more interesting was making the required quest levels. Those levels are done, you guessed it, in ASCII. That’s right, they’re made from text.
I got a little fascinated with this game, a pretty quick and dirty roguelike, and made some ASCII art for it.
I made a campaign map for this awesome game where you have to build a lot of wharfs and build up legions to smack the natives.
I did a few duel (melee) maps for the game in 2005/2006, with the twist that I used the smallest available map size (64×64). These maps tend to encourage faster games, risk taking and rushing more than is common on bigger sized maps.
Using the Char tileset, this map got a 7.5/10 rating at broodwarmaps.net, which is pretty good for something so experimental. Comments included:
This is a really good map, I see that it is opened for very interesting gameplay. – Orange
I worked on the Remake Quake project from 2007 to 2012 as a level designer, programmer, project lead and jack of all trades.
RMQ SP demo 2, released Christmas 2010, featured one of my levels which was rated 18 out of 20 points in a peer review (Tronyn’s reviews), and the map was called “very impressive”.
I like mapping for Doom3 since the tools are free, the game is crossplatform, and everything is very hands-on and oldfashioned. My idtech4 experience greatly helps me in making my own game.
Shots from my work-in-progress singleplayer level.
I started mapping for this in 2011. I haven’t had that much fun making worlds in a long time. To me, it feels almost zen-like to make a Crysis level because of the pretty natural environments and the openness, and the user friendliness.
Shot from a Crysis 1 mod project that is currently shelved. I would like to do more Cryengine work at a later point.
I’m working on a warsow level and some textures just for fun.
My own game project, where I’m again in a jack-of-all-trades position. I do level design, environment art, 3d art, gamecode and everything else except engine coding.
Scout’s Journey uses the FTE engine, QuakeC for the gamecode, and idtech3 BSP format / GTKRadiant / Blender.