Portfolio
World in Conflict DLC – do_tequila
As a level designer on World in Conflict, my responsibility for levels covered everything from creating the basic concept and documentation, height mesh sculpting, game play propping to detail propping. My work would then be supported by an environment artist setting up textures, lighting, post effects and so forth.
do_tequila is a World in Conflict domination map, released with the last patch released for the game.
It’s set in Mexico, and aims to provide it’s players with elegant but simple game play. It features three command points laid out in a triangular pattern, with the left most (Temple) and right most (Village) points serving as “home points” for either team. The third point (Gas Station) forms the tip of the triangle, and acts as a scale tipper.
Whoever manages to hold it along with their home point – a task easier said than done – is on their way to domination.
Academic Work
A compositional approach to level design
[ This article was written during my thesis project in spring 2007 and then published on this blog in february 2009 ]
The following article aims to present to the reader a new theoretical approach to strategic game level design. While the proposed theory doesn’t claim to be the theory to end all theories on level design (in fact, it is not meant to be a sole defining guideline at all, but rather a supplement), it provides a solution to a very real, and often neglected, problem:
What if there is a discrepancy between…
- what the player thinks is possible
- what the player thinks a specific action will achieve
- what the player thinks is the most important object presented to him
… and what actually is?

