MEDAL OF HONOR: ALLIED ASSAULT - SPEARHEAD (Published by EA Games)

PC

 

Medal of Honor: Spearhead, was the first expansion pack to the best-selling Allied Assault on PC, and it was the first project I worked on when I moved out to California and joined EALA in May of 2002. It was initially started by the original Allied Assault team (who went on to form Infinity Ward and created the Call of Duty series) but was expanded in scope and shipped by an in-house team that EA assembled at their Bel Air studio (formerly Dreamworks Interactive).  The game was built with the Quake III Engine and Radiant level editor, and gameplay was implemented with a very C-like scripting language developed by Ritual, creators of the PC action game, Heavy Metal FAKK 2.  I was initially responsible for one single player level but took on a second campaign mission, optimized geometry for numerous multiplayer levels, and built a multiplayer level completely from scratch.  My computer science background was crucial for rapidly learning the Ritual scripting toolset and bringing other designers up to speed.

 

MALTA (Multiplayer Level)

Malta was the multiplayer level I built for Spearhead.  Although it was originally intended to ship with the game out of the box, it was ultimately decided to release it exclusively online as part of the Spearhead pre-release demo to help build interest amongst fans. During development, almost everyone on the design team was building multiplayer levels in their spare cycles, but my friend (who happened to be Maltese) was building this really cool looking map called Druckhammern.  In the spirit of some friendly competition, I did some research and learned about this tiny British colony in the Mediterranean Sea that served as a crucial Allied naval base during WWII (and was bombed to hell by the Germans). I really wanted to capture some of the flavor of the beautiful Mediterranean architectural style, as well as build something that was grand in scope and really showcased everything I had learned about level design and aesthetics at Irrational.  I feel Malta strongly represents my talent and abilities as a level designer.  Please check out the screenshots here or follow the link below to download and install the Spearhead demo so you can walk around it yourself.

Spearhead Multiplayer Demo

 

ARDENNES (Single Player)

This second batch of screenshots are from one of the two Ardennes missions that I worked on as part of the single player campaign.  One of the Infinity Ward designers had already done an initial pass on the terrain and vegetation as well as some of the gameplay scripting when I came on the project and was assigned to this level.  I built off of this foundation by adding the fuel depot and farmhouse you see in the screenshots here. My main contributions to this level were the overall design, geometry construction, optimization, as well as the majority of the gameplay scripting, AI placement and tuning. This level was considered by many on the development team to be one of the best in the game, and the source map and script were subsequently included with the Spearhead SDK a few months after the game shipped.

 

Here’s a YouTube video playthrough of the Ardennes mission.

 

 

 

You can follow the link below to download the SDK, which includes the Radiant level editor that will allow you to poke around the map file and see how it was made.

Spearhead SDK

 

I’ve also included a link to the script file here as well (click to view).

Ardennes Gameplay Script