Daniel Platt aka voodoochopstiks
Level Designer
Stockholm, Sweden
platt [at] ond .se
+46703139916
SKILLS
Citizenship: U.S. & Swedish
Languages: English & Swedish(mother tongues), Spanish(intermediate)
Tools:
- Stingray Editor, Valve Hammer Editor, Id Tech 5 Ed, Radiant(expert)
- Adobe Photoshop, UnrealEd, LUA Script, JavaScript(intermediate)
- Modo, Blender(novice)
Attributes:
- Strong sense of suitable/fun combat and level design.
- Passionate about delivering exciting and interesting gameplay and architecture to the player.
- Easy going, calm, listens well to feedback from a creative as well as personal standpoint, and is good at making sure to give others the feedback they need.
- Sociable, enjoys working closely with other team members and workmates on projects. Likes being at the crossroads between disciplines like design, tech and art.
- Fast learner, quick to pick up new tools and work methods.
Hobbies: Playing and listening to music. Football. Drawing. Hiking. Architecture.
PROFESSIONAL WORK
Warhammer 40,000: Darktide
Developer & Publisher: Fatshark
Release: November 2022
Tasks: Senior Level Designer
Warhammer: Vermintide 2
Developer & Publisher: Fatshark
Release: March 2018
Tasks: Lead Level Designer
Warhammer: End Times: Vermintide
Developer & Publisher: Fatshark
Release: October 2015
Tasks: Lead Level Designer
War Of The Vikings
Developer: Fatshark
Publisher: Paradox
Release: April 2014
Tasks: Level & Game design
War Of The Roses
Developer: Fatshark
Publisher: Paradox
Release: October 2012
Tasks: Level & Game Design
WOLFENSTEIN: The New Order
Developer: Machinegames
Publisher: Bethesda
Release: May 2014
Tasks: Level Design, Level Art.
BIONIC COMMANDO: REARMED 2
Developer: Grin/Fatshark
Publisher: Capcom
Release: February 2011
Tasks: Level Design.
BIONIC COMMANDO
Developer: Grin
Publisher: Capcom
Release: May 2009(XBOX360/PS3)
Tasks: Single Player Level Design, Multiplayer Game Design, Lead Multiplayer Level Design.
You can see some details and screenshots about my work on Bionic Commando here.
GHOST RECON ADVANCED WARFIGHTER 2
Developer: Grin
Publisher: Ubisoft
Release: Summer 2007
Tasks: Single Player Level Design, Multiplayer Level Design, as well as bug fixing and gameplay
             conversions of multiplayer levels from the very different Xbox 360 version of the game.
BIONIC COMMANDO: REARMED
Developer: Grin
Publisher: Capcom
Release: August 2008
Tasks: Additional Level Design; jumped in and created a bonus area when time was tight for the regular team.
AMATEUR QUAKE 3 LEVELS FROM <2007
astronomy
An ongoing level-project made for CPMA duel
Has been featured in numerous tourneys and subjected to high-level tournament play and tweaked
several times for balance since its first release in 2006.
Playing a purely aim-based game has been made harder with the close ranges and the tight
hallways, encouraging prediction and listening for the enemy in order
to set up ambushes rather than relying on sniping or brute force skills.
It provides a refreshing difference to most other tournament levels,
and sets a niche for itself.
inverted penguin
A 2vs2 team deathmatch level I made in collaboration with a norwegian online friend called Fjoggs.
It's for CPMA and it's quite well liked so far.
Yet To Be Named
An early Work in Progress map for Reaction Quake 3
chop3tourney1
A rather old CPMA 1on1 map that development discontinued of when my hd died and the map file disappeared.
A very early project, but a good learning project and 'reboot' of my mapping skills.