
For us at first, that was a bit strange to implement in our game worlds, because for Insurgency we always try to go for a more realistic approach.

While we were analyzing these maps, we noticed that they had a lot of adventurous elements. To determine how we could accomplish this, we analyzed Day of Defeat Classic and tried to figure out what elements are necessary for our levels to give it a bit of a classic DoD feeling but still maintain our vision for the levels. We didn’t want to copy our Insurgency level design fundamentals and call it a day but try something more unique and fitting for the WWII setting.

I’ve asked our team of level designers to also share some tips for those of you interested in level design or participating in our map contest.Įarly in development, we decided we wanted to do something different for our Day of Infamy levels. In this blog I will give you a peek behind the curtain of the design process for the maps in Day of Infamy, and the choices we made to achieve our goals in the level design department.

I relay these goals to the team and provide them with the resources they need to fulfill their milestones. I work in close collaboration with our game director to maintain design vision. Hello, I’m Jeroen Van Werkhoven the Lead Level Designer at New World, responsible for the output of the level design team.
