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Alle Videos

Alle Videos

Iron Harvest

A tactical real-time strategy game that takes place in an alternate reality in which the invention of giant Dieselpunk Mechs has forever reshaped the face of warfare.

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  • The first project I worked on after joining KING Art Games.

  • Development time about: 4,5 Years (10.2017 - 05.2022).

  • Based on the world of 1920+ from Author Jakub Rozalski, inspired by countless RTS-Games, among others Dawn of War, Company of Heroes and Warcraft 3.

  • I was Level Designer for Iron Harvest, as well as all Addons and Expansions that have been released since then.

  • In the case of the second Addon, the Worldmap Mode, I also worked as Level Design Team-Lead.

  • During my time with Iron Harvest I worked on dozens of Levels, created Layouts and Blockouts, scripted logic and gameplay and supported many of my colleagues with their levels.

  • Additionally, I created the basic design rulesets for building multiplayer maps that we would end up using, and, in the case of the second addon, created similar rules and guidelines for the new scenarios of the worldmap mode.

  • At the same time, I was in constant coordination and communication with the other departments and regularly traded feedback with, among others, Game Design, Game Art and Game Programming while representing the position of the Level Design Team.

  • Iron Harvest was developed by KING Art Games and published by Prime Matter and is, among other places, available on Steam, the Epic Game Store, GOG, Playstation 5 and Xbox Series X.

  • Below is a small sample of some Levels I worked on and examples of how I created them:

Border River (2 Player Level)

scene_mp_2p_02_minimap_base_01.png

The first multiplayer-level that was created based on the guidelines I came up with. This map has gone through many iterations and adjustments and is one of the most popular multiplayer levels of Iron Harvest today.

Industrial Area (4 Player Level)

scene_mp_4p_01_minimap_base_03.png

The first four-player level that we created. The decision that teammates should be placed next to each other was made early on to both encourage and facilitate teamwork.

A Path to Hope (Polania Campaign)

IH_Minimap_scene_sp_map05_Merged.png

One of the first campaign-levels that we created. The idea that the player would not just escort the train but be able to directly control it was very popular among the team from the get-go.

Going Rogue (Usonia Campaign)

scene_sp_usa_07_minimap_base_01.png

The last campaign-map that we created. We wanted to include as many different styles of gameplay as possible to create a worthy send-off to the campaigns of Iron Harvest and Operation Eagle.

Blood in the Street (Worldmap)

scene_sp_cap_rus_minimap_base_01.png

The last map I created. Designed especially for the new Worldmap-Gamemode to portray the capital of the Rusviet-faction and show them at their strongest.

© 2018 by Magnus Brauckhoff. Created with Wix.com

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