Alpine Valley

A map for Global Ops mode.

 

New map for Global Ops mode, featuring two new wildcard mechanics: AI-controlled allied artillery and strike helicopter.

Also, there is a tunnels on this map. Have you ever seen a tunnels in a tank game? I doubt it

Here is some screenshots taken from the same position to show the work process.

Christmas and New Year Funmode

Limited time funmode for winter holidays.

 

Merry Christmas and Happy New Year!

One of my gameplay prototypes end up as a winter holiday funmode! We did not had a time to make an entirely new map, so i made a few changes to existing Riverpoint map. I changed a setting from spring to winter, added a mechanics needed, and spent some time with animation sequences.

In the gallery below you can see a variation of this map with different lighting, which was rejected because darker sky is more favorable to show fireworks and flying new year sleight.

Here you can see full gameplay video of this mode, thanks to our fan Devient Kage.

Waterway

Implementation of Global Operations mode, topology changes.

 

I implemented Global Ops mode to Waterway map and slightly changed topology.

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In this map i've tried new feature: neutral pillboxes, which respawn in some time after being destroyed. They located in central part of the map, and introduce new twist in gameplay: with proper timing, players can set up an ambush for the opposing team. Also, the first two of three phases of the battle is randomly selected, which brings a little bit of variety.

Overhaul of wheeled vehicles handling and suspension

Setup and tuning of wheeled vehicles behavior

 

On my initiative, we took a decision to overhaul wheeled vehicles handling to improve balance and gameplay. So, with a great support from the game mechanics team, i completely reworked all handling, suspension and behavior of a vehicles, and setup friction from different types of terrain in version 0.22. My goal was, to keep realism of vehicle, but make it more appropriate to gameplay, make it more responsive and fun to drive.

Tiger Claw

PvE mission based on new PvP map.

 

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For launch of Armored Warfare in China, we made a new map, which shares art and topology for both PvP and PvE scenarios. While my colleagues were busy doing all PvP balancing and art, i did scenario and scripting for the PvE portion of the map. 

Roughneck

Art and gameplay rework, implementation of Global Operations mode.

 

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As a Senior Level Designer my main responsibility is to develop and support Global Operations mode. Today I, finally, can show some of my work.

With the new Global Operation mode needs new maps as fast as possible and as much as possible. So, the decision was to convert some of already existing maps. After developing of Ghostfield we chose the Roughneck map, because it is slightly more opened and therefore, different and will provide more variety to Global Ops gameplay.

Same as with Ghostfield, we decided to give this map good visual update, but not only art been updated. This map is first map to introduce new AC-130 "Spooky" wildcard.

Ghostfield

Art and gameplay rework, implementation of Global Operations mode.

 

As a Senior Level Designer my main responsibility is to develop and support Global Operations mode. Today I, finally, can show some of my work.

The new Global Operations mode needs new maps as fast as possible and as much as possible. So, the decision was to convert some of already existing maps to Global Ops maps. Our first choice was Ghostfield, because this map is different from existing Desert Crossing and Barren Divide maps, and it has good narrative and believable objectives to fight for.

Although, in the process of development, we decided to give this map good visual update, because original map was one of first developed, and it was lagging behind other maps in terms of visuals and art. Together with visual rework, we carefully investigated the stats of the map, and decided to change map topology, to better meet the Balance 2.0 demands. So the map became a little bigger, with more covers and side routes to give a gameplay more variety.