Stefan's Admin panel

StefanBermig
Level Designer

The Digital Portfolio of Stefan Bermig



Mental Asylum Subway

March 15, 2010+br1000+br625+br1

Mental Asylum Sewers

March 15, 2010+br1000+br625+br2

St Come du Mont

March 15, 2010+br1000+br625+br3

Gulf of Krimsekistan

March 15, 2010+br1000+br584+br4

Dieppe

March 17, 2010+br1000+br625+br5

Bath House

March 17, 2010+br1000+br625+br6

Ever since I played my first computer video game "The settlers" and later discovered the "Settlers 2" Level editor, I was fascinated by the creation of virtual worlds. Over the years I learned that in order to create a truly beautiful digital world it was not sufficient to build good looking locations and shape authentic landscapes but also to apply rules and fundamental guidelines to a level's design. I learned that the best levels once started as solid colored, blocky layout studies.

While I genuinely enjoy creating beautiful worlds I primarily want to make sure that they provide a worthwhile play experience. Doing that I also set myself the task of learning to not just use the tools I'm given but also look behind the scenes and improve them by bringing in my own ideas. For that reason I chose to write about "possibilities of process optimization in the development of a video game" in my bachelor thesis.

Generally speaking, I enjoy working on a particular set of skills without losing the big picture and learning new things. Despite or maybe thanks to gathering this knowledge and maintaining a bigger picture I play games with a great passion.

Level Design Resume


I am:


• 25 years old, born in 1984
• A passionate developer and player with a B.Sc. in game design
• Able to come up with concepts and ideas and put them into practise
• Able to define requirements of tools based on game design decisions and develop these tools
• Am used to to track down problems and solve them, even if they are not part of my responsibilities
• Am used to working in a team and meeting deadlines
• Able to learn new tools and pick up new concepts quickly
• Able to lead and guide a team, define goals and oversee their completion

Proficiencies:


Level Editors:
• Valve’s Hammer Editor
• Battlefield 1942's Battlecraft Editor
• UnrealED
• Sandbox1,2

Art Tools:
• Autodesk 3dsMax
• Softimage XSI
• ZBrush
• Adobe Photoshop, Illustrator, Flash
• Macromedia Freehand

Programming and Version Control Tools:
• MS Visual Studio (C++, C#), XCode and GnuDB, Eclipse
• Tortoise SVN client and server administration

Student game experience:
• Mighty Space Miners
• Sl*t - the game
• TowelTwister, a multiplayer game based on the Shark3D engine
• Educational games for the "Landesmuseum Hannover" on a DELL Axim Handheld
• Experimental multiplayer game, based on Virtools

Mod Experience:
• Battlefield1942, Eve of destruction - Level Design (custom)
• CounterStrike, DoD, DoD:S - Level Design (custom)
Project Valkyrie - 3D artist
Resistance And Liberation - Game and Level Design, 3d artist, Managment and Administration

xbla prototype:
• unannounced game made by Binary Madness

Education:
3 years of studies, graduated with a B.Sc. Gamedesign at Mediadesign Hochschule (MD.H) Berlin

Videos


* Panzerhaubitze 2000 - a project a fellow student and I created.
   Music: Richard Strauss - "Also sprach Zarathustra"

* Panzerhaubitze 2000 - low resolution

Flash games


* Mighty Space Miners - a flash game I created with two fellow students as a project for university.


* Sl*t - The Game - a flash based game that I helped create. It was used as promo game for a new album of the german band "Slut". Despite the rather unusual name this band makes pop music.

Maps


* Mental Asylum - The first version of my first campaign for the Valve game "Left 4 Dead". The map is also available at L4DMaps.com

Trailers


* RnL trailer - The 2007 christmas trailer for the HL2 mod Resistance and Liberation - the mod download can be found here.

* ResistanceAndLiberation.com - a project I've been working on for several years.

* Sebastian Knietzsch - a member of the team that created MightySpaceMiners

* Binary Madness - Game Design made in Berlin

* Mediadesign Hochschule

PZH 2000

March 15, 2010+br1000+br625+br1

Audi S3 2008

March 15, 2010+br1000+br625+br2

BMW 760i

March 15, 2010+br1000+br625+br3

Tire and Rims

March 15, 2010+br850+br478+br4

RnL_StComeDuMont Sky - A skybox I made for my RnL map St. Come du Mont. It is to support the early summer morning ambience in that map.

March 15, 2010+br833+br625+br5

TNT render

April 16, 2010+br833+br625+br6

Waco Glider textures

June 21, 2010+br888+br625+br7

Mental Asylum Subway

March 15, 2010+br1000+br625+br8

Mental Asylum Sewers

March 15, 2010+br1000+br625+br9

St Come du Mont

March 15, 2010+br1000+br625+br10

Gulf of Krimsekistan

March 15, 2010+br1000+br584+br11

Dieppe

March 17, 2010+br1000+br625+br12

Bath House

March 17, 2010+br1000+br625+br13

Plank Bed

March 16, 2010+br1000+br625+br14

Prussian P38

March 16, 2010+br1000+br625+br15

Stair Case

March 16, 2010+br1000+br625+br16

Table

March 16, 2010+br1000+br625+br17

Window 01

March 16, 2010+br625+br625+br18

Fire Place

March 17, 2010+br640+br480+br19

LevelEditor

March 18, 2010+br878+br625+br20

BMW 760i

March 15, 2010+br1000+br625+br1000

BMW 760i back

March 15, 2010+br1000+br625+br1001

BMW 760i head light

March 15, 2010+br1000+br625+br1002

BMW 760i back

March 15, 2010+br1000+br625+br1003

BMW 760i

March 15, 2010+br1000+br625+br1004

BMW 760i - 2008

I created this model in order to learn 3DS max high poly modeling. The reference is a BMW 760i from 2005. The carpaint material is a Shellac material available at CGTalk.
Audi S3 2008

March 15, 2010+br1000+br625+br1005

Audi S3 2008 back

March 15, 2010+br1000+br625+br1006

Audi S3 2008

March 15, 2010+br1000+br625+br1007

Audi S3 2008 - 2009

This is the model of a Audi S3 from 2008.
PZH 2000

March 15, 2010+br1000+br625+br1008

PZH 2000 aerial

March 15, 2010+br1000+br625+br1009

PZH 2000 left side

March 15, 2010+br1000+br625+br1010

PZH 2000 back

March 15, 2010+br1000+br625+br1011

PZH 2000 ready to fire

March 15, 2010+br1000+br625+br1012

PZH 2000 right side

March 15, 2010+br1000+br625+br1013

PZH 2000

March 15, 2010+br1000+br625+br1014

PZH 2000 camouflage texture sheet

March 15, 2010+br625+br625+br1015

PZH 2000 - 2008

The PZH 2000 was modeled with a fellow student as final test of our 3D class in university.

While he was responsible for building the turret and the animations I modeled the body, UVed the finished mesh and created the camouflage texture sheet.

The result of this work is a video that can be downloaded here.
Tire and Rims

March 15, 2010+br850+br478+br1016

Tire and Rims - 2008

I modeled this set of a tire and rims as preparation for larger models, like the BMW I used it for. The tire bump map is from a tutorial.
RnL_StComeDuMont Sky - A skybox I made for my RnL map St. Come du Mont. It is to support the early summer morning ambience in that map.

March 15, 2010+br833+br625+br1017

RnL_Aachen Sky - I made this sky at the request of Til 'Albatros' Sichel who asked for a skybox with a 'right before a storm' ambience.

March 15, 2010+br833+br625+br1018

RnL_Wachsenburg Sky - This sky was made for one of my RnL maps which has a 'early morning rain' ambience.

March 15, 2010+br833+br625+br1019

Skyboxes - 2009

This is a collection of skyboxes I made for the HL2 mod Resistance and Liberation.

The process involved the tools: Terragen1 and 2, Photoshop and HDRshop.
Gulf of Krimsekistan

March 15, 2010+br1000+br584+br1020

Gulf of Krimsekistan - trader's harbor

March 15, 2010+br1000+br585+br1021

Gulf of Krimsekistan - central island

March 15, 2010+br1000+br584+br1022

Gulf of Krimsekistan - monk island

March 15, 2010+br1000+br584+br1023

Gulf of Krimsekistan

March 15, 2010+br625+br625+br1024

Gulf Of Krimsekistan - 2008

Gulf of Krimsekistan is a multiplayer map for the game "Settlers - Rise of an Empire".

It features 2 traders on each side of the bay who are the only resources for trade goods that are vital to the game's progress and winning the game later.

I created it during the level design course in university together with a fellow student. We both designed it but had to come up with a build of it on our own as result.

St Come du Mont

March 15, 2010+br1000+br625+br1025

St Come du Mont - trenches

March 15, 2010+br1000+br625+br1026

St Come du Mont - trenches

March 15, 2010+br1000+br625+br1027

St Come du Mont - gardens

March 15, 2010+br1000+br625+br1028

St Come du Mont

March 15, 2010+br1000+br625+br1029

St Come du Mont - backyard

March 15, 2010+br1000+br625+br1030

St Come du Mont - bed room

March 15, 2010+br1000+br625+br1031

St Come du Mont - barn

March 15, 2010+br1000+br625+br1032

St Come du Mont

March 15, 2010+br1000+br625+br1033

St Come Du Mont - 2008

St. Come du Mont was one of the areas to be captured by the allied paratroopers who landed in the Normandy. It was my first map for Resistance and Liberation.

The challenge I faced creating this map was to make a large outdoor area style level with a tool set and an engine that was optimized to do indoor and medium sized outdoor levels.

Another challenge was the indoor lighting. The Source engine is particularly weak when it comes to bounce lights, especially with it's default bounce lights, resulting in extremely dark indoor areas even when those have windows to the brightly lit outside.

In order to still have good looking indoor areas that are not all lit by artificial light sources (who turns on lamps at daytime anyway?) I had to cheat a little and use a number of carefully placed and set up spot lights infront of each window to fake a proper lighting.
Mental Asylum Sewers

March 15, 2010+br1000+br625+br1034

Mental Asylum Sewers

March 15, 2010+br1000+br625+br1035

Mental Asylum Sewers

March 15, 2010+br1000+br625+br1036

Mental Asylum Sewers - living room

March 15, 2010+br1000+br625+br1037

Mental Asylum Sewers - surface access

March 15, 2010+br1000+br625+br1038

Mental Asylum Sewers - pump station

March 15, 2010+br1000+br625+br1039

Mental Asylum Sewers

March 15, 2010+br1000+br625+br1040

Mental Asylum Sewers

March 15, 2010+br1000+br625+br1041

Mental Asylum Sewers - 2010

This is the second of five maps in my campaign for the Valve game "Left 4 Dead". It leads the four players through a sewer system, up into an apartment block and concludes in an underground carpark of a hotel that serves as location of the third map.
Mental Asylum Subway

March 15, 2010+br1000+br625+br1042

Mental Asylum Subway - store

March 15, 2010+br1000+br625+br1043

Mental Asylum Subway - station

March 15, 2010+br1000+br625+br1044

Mental Asylum Subway - platform

March 15, 2010+br1000+br625+br1045

Mental Asylum Subway

March 15, 2010+br1000+br625+br1046

Mental Asylum Subway - 2009

The first of 5 map of my "Left 4 Dead" campaign. The players start in the control room of a subway station. They have to make their way through the large station and the outbound tunnels in order to get into a flooded part of the city's sewers. The sewers are the location of the following map
Window 01

March 16, 2010+br625+br625+br1047

Window 01 ingame

March 16, 2010+br625+br625+br1048

Window 01 texture sheet

March 16, 2010+br625+br625+br1049

Window 01

March 16, 2010+br625+br625+br1050

Window 01 - 2008

This is a simple prop window that I made for the mod RnL. It features four different versions to account for most of the possible uses. 3 outdoor versions, closed, with fake background and open for use as real window in a open building and 1 closed version.
Stair Case

March 16, 2010+br1000+br625+br1051

Stair Case ingame

March 16, 2010+br1000+br625+br1052

Stair Case texture sheet

March 16, 2010+br512+br512+br1053

Stair Case

March 16, 2010+br512+br512+br1054

Stair Case - 2008

The staircase of the german castle "Wachsenburg" which is part of my next Resistance and Liberation map. The roof texture is a HalfLife2 texture, which I used to preserves consistency of the castle roof textures.
Table

March 16, 2010+br1000+br625+br1055

Table ingame

March 16, 2010+br1000+br625+br1056

Table texture sheet

March 16, 2010+br625+br625+br1057

Table

March 16, 2010+br625+br625+br1058

Table - 2009

I made this table for an upcoming RnL map based on the german castle "Wachsenburg".
Prussian P38

March 16, 2010+br1000+br625+br1059

Prussian P38 - left side

March 16, 2010+br1000+br625+br1060

Prussian P38 - right side

March 16, 2010+br1000+br625+br1061

Prussian P38 - profile

March 16, 2010+br1000+br625+br1062

Prussian P38

March 16, 2010+br1000+br625+br1063

In Crysis with Spec and Normal map

August 7, 2010+br1000+br625+br1064

In Crysis with Spec and Normal map

August 7, 2010+br1000+br625+br1065

Prussian P38 - texture sheet

March 16, 2010+br625+br625+br1066

Prussian P38 - normal texture sheet

March 16, 2010+br625+br625+br1067

Spec Maps

June 21, 2010+br625+br625+br1068

Prussian P38

March 16, 2010+br850+br531+br1069

Prussian P38 - 2010

One of my "Resistance and Liberation" maps is featuring a train station, yet no trainstation would be perfect without a train, so I researched what would be most common in a WW2 setting and found this Prussian P8, commonly refered to as P38, too.

As opposed to the high poly howitzer and car models this model was meant to be an ingame prop, which means I had to limit the use of tris and textures to a reasonable amount for the Source Engine.

The locomotive and tender combined have 3 large and 1 small texture sheets and roughly 11700 polys.

The base textures I used to create the sheets are taken from CG Textures.com
Plank Bed

March 16, 2010+br1000+br625+br1070

Plank Bed - ingame

March 16, 2010+br1000+br625+br1071

Plank Bed

March 16, 2010+br625+br625+br1072

Plank Bed - 2009

This plank bed is a prop for a prison cell in a medieval castle map.
Fire Place

March 17, 2010+br640+br480+br1073

Fire Place ingame

March 17, 2010+br1000+br625+br1074

Fire Place

March 17, 2010+br625+br625+br1075

Fire Place - 2007

Just another prop model to enlarge the furniture repository of RnL.
Dieppe

March 17, 2010+br1000+br625+br1076

Dieppe church

March 17, 2010+br1000+br625+br1077

Dieppe bridge

March 17, 2010+br1000+br625+br1078

Dieppe stores

March 17, 2010+br1000+br625+br1079

Dieppe

March 17, 2010+br1000+br625+br1080

Dieppe - 2010

Dieppe is my latest map for the HL2 mod RnL.

It features newly implemented gameplay modes like objective destruction and will force both teams to both attack their targets while defending the enemy's targets.

It is still a "work on progress", so some screenshots show the grey texture used to layout the entire map and it's missing quite some detail.
Bath House

March 17, 2010+br1000+br625+br1081

Bath House

March 17, 2010+br970+br625+br1082

Bath House - 2009

The bath house level is part of a small game that I developed with a team of fellow students.

We were presented with an engine called Shark 3D that no one of use knew to that date and after a brief introduction of it's capabilites, limits and workflow we were assigned the task to develop a game within 5 weeks.

We chose to create a multiplayer game that featured an "Gears of War" like annex point gameplay.

My task was to develop a level that worked for up to 16 people. That included:

- creating a working layout
- position all necessary entities
- creating the textures
- scripting the gameplay, including timers, collision detection for the triggers and the gameplay logic for pickups like armor and "regeneration zones" that refilled the player's health.
LevelEditor

March 18, 2010+br878+br625+br1083

LevelEditor - Collision Editor

March 18, 2010+br1000+br562+br1084

Start Menu

March 18, 2010+br656+br538+br1085

LevelEditor

March 18, 2010+br656+br538+br1086

LevelEditor - 2008

I programmed this level editor with C# as a tool for the development of a Flash based promo game that I helped working on during my studies.

My responsibilities during the development were:

- helping to come up with and refining a design fit for a 2D sidescroller music game.
- identify the needs of the artists and the requirements of the gamedesign for a level editor.
- develop and maintain a flexible editor to create multiple levels with different settings and entities
- design a XML based format for storing the information of the levels
- implement an interface that is capable of reading and processing the level information
- work closely together with another programmer to implement the collision of the game and program a collision editor to create the game's collision meshes.
TNT render

April 16, 2010+br833+br625+br1087

TNT diff

April 16, 2010+br625+br625+br1088

TNT

April 16, 2010+br625+br625+br1089

TNT - 2010

A texture I made in order to finish the TnT model a member of the RnL team made.
Waco Glider textures

June 21, 2010+br888+br625+br1090

Waco Glider side

June 21, 2010+br888+br625+br1091

Waco Glider front

June 21, 2010+br888+br625+br1092

Waco Glider back

June 21, 2010+br888+br625+br1093

Waco Glider interior

June 21, 2010+br888+br625+br1094

Waco Glider ingame

June 21, 2010+br1000+br625+br1095

Waco Glider

June 21, 2010+br625+br625+br1096

Waco Glider - 2010

A RnL team member found this Waco Glider in one of our old backups. It was not unwrapped, so I decided to finish it.

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