2016 · PROFESSIONAL · REBELLION Sniper Elite 4

Description / Gallery / Video

Set in the aftermath of its award-winning predecessor, Sniper Elite 4 continues the series’ World War Two heritage by transporting players across the beautiful Italian peninsula, from sun-drenched Mediterranean coastal towns, to colossal Nazi mega structures, daunting forests and giddying mountain monasteries inspired by Monte Cassino.

Role

I was responsible for multiple maps that are being released for the game. Besides designing the levels from scratch, I functioned as the central point of communication, making sure any elements associated to the levels would come together and contribute to a great experience.

In short...

  • Designed several to be released maps
  • Singleplayer Level Design
    • · Conceptualisation
    • · Whiteboxing
    • · Scripting / AI set-up
    • · Playtesting / Iteration
    • · Open-ended / Non-linear gameplay
    • · Interdisciplinary Communication
2014 · PROFESSIONAL · GUERRILLA GAMES Killzone Shadow Fall: Intercept

Description / Gallery / Video

Killzone Shadow Fall: Intercept is a standalone expansion for PS4 launch title Killzone Shadow Fall. In this expansion you and your mates defend against an army of Helghast which are trying to capture various strategic points.

Balance was key to these maps: The players should be challenged by the AI, but it shouldn’t be impossible. For a change it was nice to be able to create ‘overpowered’ vantage points for the players as they were hugely outnumbered.

Role

I worked on six of the ten maps, three of which I designed from initial paper-design up until handover to environment art. All maps were based on existing KZ:SF locations but have been heavily overhauled.

Theory: Multiplayer Level Design

In short...

  • Designed several released maps
  • Multiplayer Level Design
    • · Conceptualisation
    • · Whiteboxing
    • · Logic / AI set-up
    • · Playtesting / Iteration
    • · Routes / Flanking
    • · Asymmetrical gameplay
2012 · PROFESSIONAL · GUERRILLA GAMES Killzone Shadow Fall: The Spire

Description / Gallery / Video

The Spire is one of the ten multiplayer levels that comes bundled with the Playstation 4 launch-title: Killzone Shadow Fall. The level is situated in a Spire, an immense mining complex, which is still under construction.

Focus of this project was to create a well balanced level that is both suitable for the extremely competitive Killzone core and gamers new to the franchise.

Main routes and mission areas are easy to find, but deeper layers provide room for advanced tactics. Every area has a multitude of approaches, giving every type of player the possibility to engage the way they want.

Role

I was responsible for designing the map from the ground up until its handover to environment art.

Theory: Multiplayer Level Design

In short...

  • Gained responsibility for a production level during my internship at Guerrilla Games
  • Multiplayer Level Design
    • · Conceptualisation
    • · Whiteboxing
    • · Logic / AI set-up
    • · Playtesting / Iteration
    • · Readability / Player guidance
    • · Balance / Competition
2014 · PERSONAL · CryEngine SDK The Lua Line

Description / Gallery / Video

The Lua Line is an automated railway system within the CryEngine SDK. It is controlled by custom entities that have been set up to use Lua scripting. My goals for this project were to broaden my skillset and learn: Lua, working with the CryEngine SDK and terrain modelling/texturing.

Role

I was fully responsible for this project. Assets used in this map were created by me and/or provided by CryTek (available through the CryEngine SDK).

Post Mortem: The Lua Line Tutorial: Lua In CryEngine: Scripting a Train

In short...

  • Learning Lua
  • Learning to work with the CryEngine SDK
  • Gained terrain creation experience
2013 · PERSONAL · Guide Environmental Storytelling in Games

Description / Gallery / Video

There are many ways to define and practice environmental storytelling depending on the approach of the designer and the targets of the game. No matter what approach you choose, environmental storytelling will help you portray a living and breathing world. A detailed world that incites exploration, immerses and creates a lasting memory.

I created a guide that can help you with this. It lists strengths, weaknesses and structures the different approaches. The guide also contains a tool that recommends an ideal method based on the initial goals of the designer.

Access this guide by following the link on the right, or click on the tool if you are looking to find your ideal approach.

The images/video are from a Source map I created to experiment with and prove my findings.

Role

I was fully responsible for creating the tool, writing the guide and producing the map.

Most assets were provided by Valve and are available through the Source SDK. Voice acting was done by Samuel Brewer/Surgical Savage.

Theory: Environmental Storytelling in Games Tool: Finding the ideal method of Environmental Storytelling

In short...

  • Featured on level-design.org
  • Invited to present this project at the Unravel Symposium in January 2014
  • Encompassed the many different uses of environmental storytelling in a relevant and easy to use tool
2012 · PERSONAL · WARCRAFT III The Corruption of Illidan

Description / Gallery

Tyrande Whisperwind just dealt a devastating blow to the Blood Elves by unchaining Illidan from their long lasting torment. The two of them attempt to find their ally, Alleria, whilst braving still deadly Blood Elf territory…

The Corruption of Illidan is a singleplayer ‘Warcraft III: The Frozen Throne’ map that follows the existing lore. It contains two optional quests, a climactic boss battle and numerous scripted events to keep the player challenged and entertained.

Role

I was fully responsible for both designing and creating the level.

All assets used in this map were provided by Blizzard and are available through the Warcaft III Editor.

Post Mortem: The Corruption of Illidan

In short...

  • Scripting (quests, encounters, cinematics)
  • Getting to grips with the Warcraft III editor
  • Working with a tight deadline of 2 weeks
  • Singleplayer Level Design
    • · Storytelling
    • · Pacing
2011 · PERSONAL (TEAM) · SOURCE SDK CTF Eden

Description / Gallery

CTF Eden is an action heavy Team Fortress 2 CTF map situated in an underground facility that, in its center, contains a covered garden where most of the action happens. Divided by glass, both flags are suspended right above this garden. This gives players a clear view of the flags whilst fighting in the garden and vice versa.

Most time was spent on creating a fun and balanced layout that accompanies the game styles of the different TF2 classes. Because of the 3 week deadline we were forced to keep non-essential visuals at low priority.

Role

Together with Pieter Hoekstra, a fellow designer and a friend, the two of us designed and created the map from beginning to end.

All assets used in this map were provided by Valve and are available through the Source SDK.

Post Mortem: CTF Eden

In short...

  • Managing tasks whilst working together on a single map
  • Working with a tight deadline of 3 weeks
  • Multiplayer Level Design
    • · Taking all TF2 classes and weapons into account
2011 · PERSONAL (TEAM) · Microsoft XNA Out of Sight

Description / Gallery / Video

Out of Sight is a top-down puzzle/action game which informs youngsters about how drugs can affect friendship.

You play a character whose goal it is to help a drug abusing friend stay on track with his journey out of this devastating world. At the same you will also need to get on with your own life. This can be accomplished by socializing with groups situated everywhere in the level. But don’t lose sight of your friend for too long… He needs you!

When you invest enough time in you social life you are able to develop your skills/hobbies that aid you in helping your friend.

Role

The team consisted of a developer, a 2D artist, an interaction designer and myself. I was responsible for the (level) design and played a critical part in the initial research and conceptualisation.

In short...

  • Designed an applied game that informs youngsters about dealing with friends on drugs
  • Based all design decisions on extensive research
CVcontact@jethrojongeneel.com