PROJECTS
LEAD LEVEL DESIGN
Organising Updates
Quest Feature VIP
Asset Modeling
LEVELMAPS
Flying Fortess
Wild Forest
Kingshill Castle
POLISHING
Slifmoor
Princecamp
Andrakasch
u.a.
![]() Worldmap Drakensang-OnlinePainting: Carlos Ancot - Update Visualisation: Florian Busse | ![]() Ground Tileset SystemModeling: Florian Busse |
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![]() Kingshill 2. ReworkLevel-Layout: Timo Welak - Polishing: Florian Busse | ![]() WitchcaveConnecting Maps with Assets - Well in Kingshill - Underground equal element - Robe with Bucket |
![]() MystrasLevel-Layout: Timo Welak - Polishing: Florian Busse | ![]() EllonidosLevel-Layout: Silvio Ullrich - Polishing: Florian Busse Static visual Storytelling - Dry well with last amphors of water |
![]() Tileset Crypta150 Elements - most used in the game. | ![]() TotenmeerLevel-Layout: Torsten Butzko - Polishing: Florian Busse HUB - Loop-Layout |
![]() Level-Layout: Tobias Heußner - Polishing: Timo Welak Clear visual patterns for an intuitive orientation | ![]() Dragan Event MapLevel-Layout: Timo Welak - Alternative Polishing: Florian Busse |
![]() Flying FortessLevel-Layout: Florian Busse | ![]() Artdirector: Silvio Ullrich - Level Design Lead: Florian Busse |
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ANIMATIONS
Ranger Bowshot
Buzzsaw
Squire
Map: Flying Fortress
Map Layout
Several Art Assets
NPC Staging
Monster Spawning
GFX Polishing
Light & Atmosphäre
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Crypta Tilset
I was involved building the prototype were we begin with this architecture pieces for our deep dungeons.
After the first iteration
I created about 150 additional pieces of the Crypt-Tileset and the natural stone cave set.
These set are the most used graphic tilesets in the whole Game. Up to 20 level maps from 45 are containing this
architecture elements.
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Wild Forest Ground
The "Wild Forest" was my first complete level map. It was
a big level with wide areas,
and many loops.
A river and a second deeper stage below a waterfall, which
devide the Level Map.
I created the Outdoor Terrain Tileset Elements with 12 pieces, which are the fundament of ever outdoor level in Drakensang-Online.
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TEGANSWALL
The first update as level design supervisor.
After the successful release
the level designer get`s
a own room and the
narrative design was
integratet in this new department.
With two additional members
The level design team of Drakensang raise
up to 8 People.
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DRAGANSPOTS
For the Dark Fortress of Dragan I try to provide some nice corners.
The areas which I changed
from the original layout are marked orange in the Level-Layout-Picture.
Height is a general topic in Level-Layouts, because
heights generates overlappings & emotions.
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VULCAN SUVIUS
The monsters had found a
way, to deal with the lava-rivers. They use the water
from an ancient aqueduct
to cooldown the hot areas
in the vulcan and solidify
the ground to get a secure passage.
Behind the strange door in
the deep lay Atlantis the sunken culture. The
beginning of the known
world of DSO.
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THE LOST LAKE
In an variation of the map "Wild Forest" the player can step into the lake at the end
of the level.
Background: Sargon try to
find the treasure relics of an old temple on the ground of the lake in the wild forest.
So Sargon decided, to get rid
of the water, to enter the ruins. He let dig, deep holes into the ground of the lake. What a clever idea ;D
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ANDRAKASH
Dwarves in Dracania live on the roof of the world. To reach them, we had some Ideas.
1. A Mountains Entrance
2. A Ballonstation
3. A Elevator
We mixed all three Ideas together and so we get an elevator, with six ballons, at a huge dwarven wall, which will bring us vertical on the of the mountains to Andrakash.
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