Maps
Brothers in Arms: Hell's Highway Brothers in Arms: Earned in Blood Brothers in Arms: Road to Hill 30 Brothers in Arms: Double Time Day of Defeat
All Games
Brothers in Arms: Hell's Highway
Brothers in Arms: Hell's Highway
I joined the Brothers in Arms: Hell's Highway team in early 2006 and began working on our E3 presentation to tease a next-gen Brothers in Arms experience. Once done with E3, we began work on greyboxing the levels and roughing in temp combats through matinee. Towards the end of 2006 we all shifted our focus to the UbiDays demo to showcase a complete Brothers in Arms level. With the UbiDays demo completed, we began work on the rest of the game and used the experience from UbiDays to rethink how we had designed our levels. While I worked on almost every level in some way or another, the levels that I worked on the most are listed here.
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Brothers in Arms: Earned in Blood
Brothers in Arms: Earned in Blood
After the release of Brothers in Arms: Road to Hill 30, the team immediately set their focus on Brothers in Arms: Earned in Blood. We were to use the Road to Hill 30 engine and majority of assets and make a rather quick expansion pack. However, as we continued to work on Earned in Blood, the game became more and more a fully fledged game and not an expansion pack. We vastly improved on many aspects of Road to Hill 30 including combat, visuals, and cinematics. For Earned in Blood, I mainly worked on all the major cinematics, but there were times I was called upon to help create, fix, or polish up combats.
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Brothers in Arms: Road to Hill 30
Brothers in Arms: Road to Hill 30
I joined Gearbox Software in March of 2004 as a contractor to work on level design for their upcoming game Brothers in Arms: Road to Hill 30. While working alongside several other contracts, it was our job to design and implement combat into all Road to Hill 30 levels. My work was quickly noticed and was placed on the E3 team to work on the combat presentation. When Road to Hill 30 shipped, I had worked on almost every level in some way, but the levels I mainly contributed to are shown here.
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Brothers in Arms: Double Time
Brothers in Arms: Double Time
After Earned in Blood, I took part with a small strike-team of designers to update the combat and detail of the original Road to Hill 30 and Earned in Blood levels. Our first thought was that we would bringing these two games to the next gen systems but we eventually put our work on hold as we were shifted to the Brothers in Arms History Channel Special. We never got to go back to working on these levels since after the History Channel special we were moved to Brothers in Arms: Hell's Highway. The content that we had worked on was sent over to Demiurge who then brought Brothers in Arms: Double Time to the Wii.
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Day of Defeat
Day of Defeat
All throughout college I had been doing level design in my free team. I had worked on levels for Counter-Strike and various other Half-Life mods until the release of Day of Defeat. Day of Defeat was so much fun that I had to make a level, or two, for it. I released a few levels for it but it was not until I began work on dod_zalec that I was informed by some of the Day of Defeat team that there was a possibility of having my level in a future release.

I worked hard on that level and participated in almost daily playtests with other members of the team. We wrapped up in January 2003 and most of the team met up at E3 later that year to celebrate our release.
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© Patrick Krefting -- patkrefting at increasedcoffee dot com