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Daniel Windfeld Schmidt email: [email protected] Phone: +45 27 29 34 28 Blog: www.windfeld.net Current location: Copenhagen, Denmark Level Design / 3d Environments Level Design @ ZPS Game Design @ ZPS Personal Projects Company Profiling / B2B communication Company Profiling / B2B communication Web Design / CSS / Flash Misc / Photography Portfolio Index

Portfolio Daniel Windfeld Schmidt Index - · PDF fileDaniel Windfeld Schmidt Portfolio email: [email protected] Phone: +45 27 29 34 28 Level Design @ ZPS Level Documentation Full

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Daniel Windfeld Schmidtemail: [email protected]: +45 27 29 34 28Blog: www.windfeld.netCurrent location: Copenhagen, Denmark

Level Design / 3d Environments

Level Design @ ZPS

Game Design @ ZPS

Personal Projects

Company Profiling / B2B communication

Company Profiling / B2B communication

Web Design / CSS / Flash

Misc / Photography

Portfolio

Index

Daniel Windfeld SchmidtPortfolio

email: [email protected]: +45 27 29 34 28

Level Design / 3d Environment

Kane & LynchLevel Design, 3d Assets to “Freedom Fighters”, “El Capitol”,

A bird’s Eye View”, “Within The Walls” and “Consequences”

Hitman ContractsThe “Asylum” Basement and “The Massacre at

Cheng Chau Fish Restaurant” Levels

Daniel Windfeld SchmidtPortfolio

email: [email protected]: +45 27 29 34 28

Level Design @ ZPS

Level DocumentationFull game level documentation,

including simple composite images for levels, preliminary asset over-

view, narrative integration and level construction guidelines.

Mockup of LevelsEnsuring distance, variation, time, narrative and ideasmatch core concept and gameplay

Working closely with the concept artist and lead artist to take simple level design and iterate on their graphi-cal development.

Practical DesignThe space carrier was designed to function as a pre-game safe zone. Gameplay evolves around freedom of activity.

Interior design is based on todays aircraft carriers.

Level Design FlowEarly stage analyses of Level Designs for optimizing the

experience intensity.

The Vault: Web based, interactive showcase Optimization resulting in a 40% reduced download size, engine rendering of 8 million vertices to 400.000, texture optimization, bug fixing, HUD/UI coding, deployment, etc.

Level Art PipelineDocumentation on how to create

modular Environment Sets

* Artwork by Andreas Von Cotta

* Artwork by Andreas Von Cotta

Daniel Windfeld SchmidtPortfolio

email: [email protected]: +45 27 29 34 28

Game Design @ ZPS

Achievement SystemSystem based on american medal princibles.

System is designed to integrate web and ingame achievements and have a long and

expandable life span.

Enemy ConceptsDesigning simple versions of possible

encounters with focus on gameplay experience

Game Design: Unity based MultiplayerComplete design over the USP and structure of the Inter-stellar Marines multiplayer online component, along with priorities, additional future modules and business model.

The pre-production had begun but was laid down due totermination of the production studio.

GameLoop: Immersive HealthThis design is to add a simple yet deep health system that gives the player a decision greyzone from the moment of being hit to being incapacitated. It’s based on current military coagalitory medicin that gives Interstellar Marines injury principle an advanced, realistic approach. Mechanics involve injury stages, gameplay effects, bleeding and coop.

GameLoop: LeadershipAn design to renew how communication

works in small team based games by making a simple context sensitive command system.

Designed to work with a tactical shooter it enables one player to assume the role of a leader compatible with skills and other

mechanics, such as Stress and Health.

GameLoop: StressA game mechanic that adds stress and human adrenaline to tactical FPS. The design enables gameplay to evolve around

a combat situation and not just when a player gets hit by bullets. Intended for both singleplayer and multiplayer.

The concept is based around the psychology a soldier goes through in a combat environment.

UI/HUD DesignConcept, designing, coding, iterating, documenting

and implementing UI/HUD elements

Daniel Windfeld SchmidtPortfolio

email: [email protected]: +45 27 29 34 28

Personal Projects

Dominance War IV, 2009Competition, Character Entry

Space Station ProjektPersonal Unreal Level

Nordic Game Jam Competition 2009Our swarm inspired entry. Made in a weekend.

HormagauntPersonal Creature Project

Daniel Windfeld SchmidtPortfolio

email: [email protected]: +45 27 29 34 28

Company Profiling / B2B communication

Daniel Windfeld SchmidtPortfolio

email: [email protected]: +45 27 29 34 28

Company Profiling / B2B Communication

Daniel Windfeld SchmidtPortfolio

email: [email protected]: +45 27 29 34 28

Web Design / CSS / Flash

Daniel Windfeld SchmidtPortfolio

email: [email protected]: +45 27 29 34 28

Misc Design / Photography