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Warmonger Operation Downtown Destruction
Role
Lead Designer
Date
2006
Engine
Unreal Engine 3
Platform
PC
Oversaw the full game design lifecycle of Warmonger, producing extensive documentation and iterating on gameplay, and contributed to art creation (levels, 3D assets, VFX) and external partnerships (dev partners, Ageia).
Warmonger: Operation Downtown Destruction was a first-person shooter developed by NetDevil, utilizing the Unreal Engine 3 and NVIDIA's PhysX engine. Set in a war-torn near-future, the game focused on destructible environments and team-based multiplayer gameplay, featuring modes like "Capture and Hold" and "Team Deathmatch". The PhysX engine allowed for dynamic destruction, where players could create or block passages, leading to emergent gameplay possibilities.
• Created game design vision, game design documentation & saw from concept to completion. Constantly iterating & evolving gameplay
• Created many levels, 3D assets, level art, VFX, materials, lighting & more in Unreal Engine 3
• Maintained communication with external groups, ex-dev partners, & hardware sponsor of project Ageia.
Level Design Specifics
On Warmonger there were 2 other LDs and of the 6 levels released I made 3 of them. Production changed a lot as the tech for fully destroyable environments was constantly changing and being reevaluated. Below are the 3 levels and what videos i could find of them online.
This level was a more tight linear corridor that focused more on ‘destroying/opening paths’ than ‘destroying cover’. I used a lot more solid objects to build a static environment while allowing destruction in between to let players use the battlefield how they want
https://www.youtube.com/watch?v=wxY9Wuw-5tU
This level was underground so it let me have more structured gameplay without worrying about players ‘destroying everything in sight’. Destruction in this level became more cosmetic, but i did hide some paths/shortcuts players could take through it. Because there were multiple game modes in this level and it was very structured - i was able to very carefully balance timing between teams and opportunities for both.
https://www.youtube.com/watch?v=59eNYYiCSFI
This video has poor FPS but it shows one of the 3 levels i worked on. Originally this level was very well structured with lots of buildings and more counter-strike style gameplay. The demands of destruction forced into a balance of terrain with destroyable cover/structures in the path of the player
https://www.youtube.com/watch?v=8OjMRfnfZdk