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Armored Force Levels

While contracted to Manticore Games, I was responsible for level creation from start to finish, involving level design, kitbashing level art, scripting, lighting, environment sound design, and post-processing for 3 different multiplayer maps for a showcase game called Armored Force. Link to the game: https://coregames.com/games/661fcd/armored-force

I had the pleasure of cooperating with Marcela Roberts, who created props for map 1 & 2, and continued to update the maps after I left the project.
https://www.artstation.com/awkwardgamedev

Armored Force used as a promotional game in the IGN Gamescom 2021 trailer

Map 1 was designed to be the first touch for the new players. The terrain was gentle and safe for players to practice the basics of the gameplay. The map was designed to accommodate sniping tactics. The theme was Soviet Union.

Map 1 was designed to be the first touch for the new players. The terrain was gentle and safe for players to practice the basics of the gameplay. The map was designed to accommodate sniping tactics. The theme was Soviet Union.

Map 2 involved steeper environmental curves, more verticality, and more obstacles. The map was designed to involve close combat situations. The theme was North Africa.

Map 2 involved steeper environmental curves, more verticality, and more obstacles. The map was designed to involve close combat situations. The theme was North Africa.

Map 3 featured impassable water in the middle. Teams did well on the map if they were cooperating and setting up crossfires across open areas, making it the most teamplay focused of all the maps. The theme was Finland.

Map 3 featured impassable water in the middle. Teams did well on the map if they were cooperating and setting up crossfires across open areas, making it the most teamplay focused of all the maps. The theme was Finland.

Map 1 featured a lot of houses, so I kitbashed together a modular house prefab kit to be able to create different house variations fast.

Map 1 featured a lot of houses, so I kitbashed together a modular house prefab kit to be able to create different house variations fast.

I scripted(LUA) a system where static object prefabs turned into physic debris, enabling dynamic environment destruction. I ended up using this system for modular houses, fences, trees, etc., in all of the 3 maps.