Argo (previously known as Project ARGO) is free 5vs5 PvP game made by Bohemia Interactive. The project is very closely tied with Malden. The island of Malden was originally only for Argo, but it was later decided to release it for Arma 3 as well. Locations were built based on the design of game modes and it was necessary to keep an eye on provided metrics. Apart from making and testing the levels, I was responsible for analytics interpretation in QGIS, the creation of internal reports and propagation materials such as loading screens or screenshots. The game shipped with three different game modes and was released on Steam in summer 2017.
|22 June 2017||ProjectArgo.net||Windows PC||Level Designer||1 year 5 months|
My main task on Argo was the design of playable locations for defined scenarios. Each scenario had different requirements in terms of metrics and gameflow. I successfully created a dozen locations and most of them were released in full version of the game such as Airport, Cancon or Houdan. Apart from designing the locations, I also was later responsible for the optimization of our levels, deciding the final selection of levels and analytics for our department.
I worked closely with programmers and analytic department on development and pipelines of analytics for Argo. It was the first game of Bohemia Interactive which needed graphics visualization, not just statistics. We decided to visualize the analytics in QGIS, which I used for road development on Malden. I had to learn the projection tools in QGIS and generate the images for other level designers and departments. After the release, I was responsible for the creation of analytic reports. Such report included analytic maps of every released level and other statistics, which were provided by the analytics department.
I loved to take cinematic screenshots and when I released several on social media, it caught an eye of other team members and I was tasked to create loading screens for additional maps such as Houdan and St. Louise.
The look back
Argo was developed by a small team in Brno. I was relatively a newbie in Bohemia Interactive but I had a lot of responsibilities, which I didn’t mind. It allowed me to work closely with all departments, get to know all the people and learn the internal pipelines. When our team was dissolved and people moved on different projects, I knew there won’t be anything similar. Why? We were a small team, we knew each other and if we had a problem, we knew where to go.
|Terrain Builder||Terrain Processor||QGIS||Photoshop||Atlassian|