EMERGENCY HQ

Some screenshots of maps that I made for a new mobile game EMERGENCY HQ

Emergency 2017 - Lead Level Design + Game Design

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As Lead Level Designer I planned and supervised a team of up to 4 designers at a time while taking a big part in the creation of all bigger maps. For the latest content update I have been heavily involved in Game Design as well.






















































World Machine - Environment Art

World Machine
Here's a few landscapes that I created for fun (and for learning Worldmachine).
For the screenshots I imported the terrains into CryEngine 3 Sandbox, configured light and environment settings and added some assets from the example projects.






Photography

On my 4 month self-discovery trip to Asia i took a lot of photos. Being a big fan of The Big Picture I decided to provide a few of the best ones with small captions.

Central Bangkok in the wet season.
As always, pink taxis and tuc tuc vehicles dominate the screet scene.
Girls walk the family dog in the early afternoon in Thanthip Village, Bangkok.
A stray dog found shelter under a bridge.
People halt to pray at a Buddhist ceremony in Phanan Choeng temple, Ayutthaya.
This swampy agricultural area lies right within the city of Bangkok.
It tells of the beautiful former landscape swallowed by the growth of the city.
A plane graveyard and museum.
A fascinating metal beam construction of purpose unknown to me.
Pictures like this may one day provide inspiration for my work.

Emergency Mobile - Game Design + Level Design

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Emergency Mobile got a 4.5 star rating and was No. 1 top selling app in European Appstores for many weeks.
I am responsible for the game's Game Design, Level Design and Interface Design.





Emergency 2014 - Level Design

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Emergency 2014 is a realtime rescue strategy game. I am responsible for many of the game's maps. Drafting, whiteboxing, playtesting, painting terrain megatextures in Photoshop, Level Art, editing particles, lights, triggers and other gamelogic objects were all part of my job.
I also made many heavily staged promotional screenshots.

The main menu background of Emergency 2014.
I created this environment specifically for this screenshot.
Effects I added in Photoshop: meteor glow, water jets, emergency lights, shadows and colorgrading.
For each screenshot, I adjusted lights and environment settings.
I always had to make several screenshots and blend them together in Photoshop to catch every unit in a good frame of their animation.
I wanted accurate depth blur for this screenshot, but the engine did not support that, so...
...to get the depth mask, I set sun and ambient color to black and turned on the fog, made a screenshot of the result, then used that as a mask for the blur layers in Photoshop.



Police Force 2 - Level Design

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Police Force simulates the work of the German police. This was Promotion Software's first open world game. Art Director Marcel Gonzales and me did a lot of research on how to make an open world city look good with a limited budget and no texture streaming.

The Level Art was done by Marcel and me.
The first person perspective required the curbstones to be modeled out.
Doing that in 3DS Max would have consumed lots of time and led to an inflexible result.
Instead, we used CityEngine to create a streetmesh for the entire town.

Police Force 2 - Environment Art

Police Force was that one project that gave me the opportunity to craft some environment assets. I imported them to CryEngine to make these screenshots.

These containers are simple boxes with support edges.
The details all come from the normal map.
Normal map workflow for full control over the result:
1. Manually create a heightmap from shapes in Photoshop
2. Make several normal maps with different settings in CrazyBump
3. Blend them together in Photoshop (only red and green channels)
4. Reduce color noise on phototextures (makes normalmap show more clearly)
I had to find a way to make decent looking yet performant trees.
I used tree[d] to generate a single branch, then used that branch as source for trees.
In 3ds Max I used Normal Thief to adjust the normals for smoother lighting.

Specular map: I used a clouds layer to put noise into it, because in reality every leaf would be a different rotation.
This model is based on photos I took of a real switchbox.
I removed the graffiti to make the asset generic enough to be placed at every turn.

The Settlers 7: Paths to a Kingdom - Level Design

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Settlers 7 is a city-building strategy game. I am responsible for 5 of the game's maps. This included drafting in Photoshop, modeling the terrain and placing over 100k objects per map.

A beautiful feature of this game: Grass adapts the color of the underlying terrain. I painted lots of color variation into the meadow areas to make good use of this.

Dawn of Discovery - Promotional Screenshot

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A city-building strategy game that I did promotional screenshots and trailer footage for.

A screenshot I made for a print advertisement.
Had to increase the FOV for this one.