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World in Conflict is currently under development. For more information, check out www.massive.se or www.worldinconflict.com TOM
CLANCY's RAINBOW SIX The Tom Clancy's Rainbow Six games are first person, squad based tactical shooters set in the Clancy universe. In Rainbow Six Lockdown you take on the roll as Ding Chavez, team leader of a Rainbow squad. You also play as Dieter Weber, the team sniper, who covers the team during insertion and extraction. Your goal is to fight international terrorism, save innocent lives and unravel a conspiracy that threatens the state of the world as we know it. You do not negotiate with terror, you destroy it! Lockdown is also the first game ever to feature the innovative Persistent Elite Creation mode (P.E.C mode), which is a new feature for Xbox Live! It allows you to maintain a persistent data character of a specific class, making it possible to customize his or her appearance, skills and kit as you see fit. The character is saved on the Xbox Live! network, so you can continue to build your character over an extended period of time. Rainbow Six Critical Hour was an expansion pack for Lockdown, Xbox. It basically contained additional content and set up the story transition from the old team of Lockdown, to the would be new team of Rainbow Six Vegas. Rainbow Six Vegas lets you play as Logan Keller, a new team leader under the guidance of Chavez Ding. The former Rainbow Six, leader of the Rainbow task force, has stepped down and Chavez has taken his place. Logan is one of the team leaders, and in Vegas he leads his team on a mission to thwart a terrorist attack against Las Vegas. Screenshots from Rainbow Six Lockdown: NEOCRON
(PC) FOREVERS
END MUD (PC) Forevers End Mud (FEM) was a MUD based on a novel by Wade Gustafson (founder of the MUD). My position in the staff was Game Designer, Lead Administrator and Head Builder. I built most of the game world together with Wade Gustafson (mapping, writing room descriptions, linking rooms), I lead the team of admins (supervised plots, maintained historical consistency within the game, assigned duties) and I was responsible for the build port of the game (approving work, assigning routines, writing building documentation). I also did most of the room- and mob programs that allowed players to interact with the game world. I basically supervised all aspects of the game, for most of the time it was online (which was for a couple of years). My proudest achievement was the creation of the largest shire in the kingdom of Sor' Lamir, called Kemly shire and the noble house that resided their, the Tol family. The shire was very diverse with terrain ranging from open plains, to forested hillsides, rugged mountains and rural villages. The focus point of the shire was Fort Kemly, a huge fort where the Tol Legion was housed. The Legion was home to many of the games players, and as a result the fort was very detailed, brought to life with intigrate mob and room programs. I am also quite happy about the many room programs that were dotted through out the game. They allowed players to do simple things, such as peek into other rooms or open hidden doors. But also advanced things like operating siege equipment, setting of city wide alarms or influencing mobs in distant locations. HARSHLANDS
MUD (PC) Harshlands is a MUD based on the established Harn World roleplaying game. My position in the staff was administrator and builder for a period of little over a year. As administrator I held events and drove the plots. As builder I created mobs and rooms of either generic nature or on request from lead admins. During my time at Harshlands I am most fond of my creation of a mercenary organisation in Tashal and their head quarters called the Haven. The Haven was a mansion located in the south-west part of town, that served both as a tavern and a base for the mercenaries. I am also proud of the Gentes manor, a noble estate outside of town, and many of the player homes I designed
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