Level Design & World Building

Since I was young, I have been playing games. I always loved well-designed environments that allowed me to immerse myself fully. Sometimes, I would even load into an empty Battlefield server just to explore the map in peace.

The best maps are those that tell a story, even if all the objects are static. This is what I aim to achieve when I create environments. I want people to be able to immerse themselves completely.

D-Day Enhanced

One of the titles I created maps and environments for is D-Day Enhanced (PS VR2), the upgraded version of the popular

PlayStation VR1 game.

The game features both multiplayer and singleplayer elements, supporting up to 64 players. Due to the high player count and the limitations of VR, most of the maps had to be relatively simple to maintain a steady frame rate.

most used tools

UNITY, DIGGER PRO, UNITY TERRAIN TOOL

The Maps of D-Day

A one minute overview of the maps I've worked on for D-Day Enhanced. Some of these maps were never finished or released.

The game uses a simple style to ensure optimal VR performance.

Atlantikwall

This map is based on the Atlantikwall structure that covered the West-European coastline during World War 2. I started this map with a simple sketch, and from there I created the rest. As you can see, a lot of things were added during the creation of the actual map. A complete tunnel system was added underneath the terrain (which you can better see in the images below).

Custom Terrain

For every map, I create a custom terrain. Terrains form the foundation of a map and are usually the first element to be developed. This allows me to test distances and elevations between points. Once the assets are in place, it's time to fine-tune the terrain and add textures.

Oasis Airfield

This map is based on a World War 2 German Airfield in North Africa. The map looks open, but still offers a lot of cover. Crossing the airstrip is possible, but for optimal cover, players would be able to use one of the many tunnels that run underneath it.

Manual Placement

Every item was manually placed, and no form of AI was used. I did work with some 'stamp' tools, for example to place the palm trees.

Derailed

This map underwent many changes. As seen in the sketch, the C-flag was originally planned to be inside a mountain. Due to the scale of the mountain factory (C-flag), we decided to make it into a separate map. To create three points of interest forming a triangle between the flags, a lumber yard was added.

Map Scaling

Depending on the number of players, the map's borders would adjust to make the map smaller for fewer players. This allows the game to offer various smaller map versions, such as just the hill or the lumberyard.

More Maps

Also make sure to view the other maps I created!

Front Runner: Jurassic Racing

Combining environmental and track design for Front Runner: Jurassic racing, was a very fun adventure. As a Jurassic Park fan I could really go all out on this project. The game would combine the Dinosaur jungle theme with racing.

most used tools

UNITY, DIGGER PRO, STAMP TOOLS, UNITY TERRAIN TOOL

Racing Track Concepts

I developed 2D map concepts for race tracks set in a Jurassic theme, blending thrilling race dynamics with prehistoric landscapes. These designs incorporated elements such as dense jungles, towering waterfalls, and ancient ruins, creating an immersive and visually captivating experience for players.

The Battle For Castle Ysselstyn

This was my graduation project for Kunstacademie St. Joost, where I graduated with honors.

For this project, I recreated the Castle of IJsselstein, which was destroyed in 1888 for its resources, leaving only a single tower remaining. 

I partnered with Museum IJsselstein to give the project a meaningful destination. Today, the VR experience is used for educational purposes in Museum IJsselstein.

most used tools

UNITY, MAYA, DIGGER PRO, STAMP TOOLS, UNITY TERRAIN TOOL

Experience a Battle

This project was designed not only for children but also for elderly people and any other age group. If navigating the VR experience was too difficult, viewers could opt to watch a video instead.

In the experience, participants are immersed in the historic battle where the city of Vianen attacked IJsselstein. The voice of Knight Roderick guides you, providing insights about the castle, its inhabitants, and of course, the battle.

Reference Materials

One thing I believe is really important is maintaining authenticity and to be true to history. When I started this project, I visited the castle tower to take photos, both inside and outside. I also visited the museum on several occasions to study the miniature models of the castle. However, that wasn’t enough; I wanted more reference material. Fortunately, there were many sketches and paintings depicting different situations and angles of the castle throughout the ages. I combined all this information to accurately recreate the castle and the surrounding area.

VR Shooter

The working title for this game was Steampunk. It offered a unique twist on World War II, where the Allied forces battled both German troops and an invading alien race known as the Dargellians, who used portals to conquer Earth. This narrative drew inspiration from Stargate and War of The Worlds.

In the game's storyline, players assumed the role of an American soldier aiding the French resistance against both human and Dargellian forces. The Dargellians were equipped with steampunk-like technology, including formidable walkers.

Initially planned as the studio's largest production, unfortunately, development on the game ceased when the studio closed its doors.

most used tools

UNITY, DIGGER PRO, STAMP TOOLS, UNITY TERRAIN TOOL

Singleplayer Level Concepts

One advantage of having a finished story before starting the production is that you can create the level concepts for it based on that story. I've created probably 90% of the needed concepts for the Singleplayer, and in addition a couple of multiplayer map concepts.

I created the concepts in Adobe Illustrator and used roughly the same format for all levels.

The First Map

At the time, it seemed likely that we would bring the Steampunk concept to life as a full-fledged game. Once we had developed the storyline and mapped out our ideas, we were eager to see how one of our concepts would materialize with the assets at our disposal. The Forest map was chosen for this initial visualization, and here you can view two videos showcasing its progress. It's important to note that the map was only 50% complete at this stage, lacking certain assets, sound effects, lighting, gameplay elements, and other features.

Nar Station

This is a horror survival shooter in a sci-fi setting. It was in development for VR platforms. A couple of first concepts were made.

most used tools

UNITY

Teaser Trailer

This teaser trailer gives a good impression of what the game would've looked like. Narrow dark corridors with flashing lights, and debris.

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