Company of Heroes Games
In chronological order, here is a list of the games I’ve worked on in the Company of Heroes franchise and what I’ve done for them. Where applicable, I’ve provided a link to highlighted levels.
Company of Heroes 3
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In Company of Heroes 3, the player is put in charge of the Allied invasion of Italy, as well as the Axis efforts in North Africa up to the first battle of El Alamein. With such an ambitiously wide scope to work with, the design team had to be very focused and prioritized, and methodical in the production of missions. I myself was involved in a wide variety of activities.
On this project, I was responsible for many single player missions, divided between traditional “story” missions and “pop up” missions which were meant to be very short experiences to cleanse the player’s palate. This involved historical research, paper design, and implementation of missions for both Allied and Axis campaigns and sometimes I helped out with our in-game intros and outros. This was all achieved using our in-house proprietary world building tool (Essence Editor) and our Relic in-house dialect of LUA (SCAR - Scripting at Relic).
I prototyped levels used specifically to test and flesh out gameplay mechanics for internal team use and also for approval gating. In addition, I provided design support for new objective mechanics and other systems. I also provided demo level support for marketing, and tutorial support for the FTUE team.
Finally, I onboarded and provided resources and assistance to new mission design team members. This involved the creation and maintenance of a guide to the tools, as well as hands on tutorials, guidance, and feedback. -
Italian Campaign
Story Battles
Gela (Operation Husky), Monte Cassino (The Battle of Monte Cassino), The Winter Line
“Pop Up” Battles
Enigma Machine Capture, Hill Highway Rescue, Turnabout
German CampaignThe Fox’s Trap, Signals Crossed, Scorched Sand
Selected Mission
Game Data |
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---|---|
Platform | Windows/PS5/Xbox Series X/S |
Released | 2023 |
Developer |
Relic Entertainment |
Publisher |
Sega |
Genre |
Real Time Strategy |
Metacritic | 81 (PC) 79 (PS5) 70 (XSX) |
My Role |
Senior Mission/Level Designer |
Company of Heroes 2: Ardennes Assault
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Ardennes Assault was the first time we attempted a campaign map for the Company of Heroes franchise, simulating the Battle of the Bulge. We patterned it off a simplified version of the campaign map we used in Dawn of War: Dark Crusade but with dynamic difficulty. With limited resources the player had 3 companies at their disposal to hold back the Axis offensive. Sprinkled between the story missions were engagements that were of smaller scale and skirmish in feel.
My responsibilities on this project involved taking missions from paper design and layout, to LUA scripting and World Builder (Relic’s level editor at the time) implementation of single player campaign levels as well as some of the engagements. My duties also involved demo work. In fact, Eschdorf (highlighted below) was used as a level to demo to press and companies at Gamescom the year of release and was commended for my efforts. -
Story Missions
Introductory Mission (Shared), Eschdorf, Stoumont,
EngagementsWatchtower, Tank Grab (Shared), Railsplitters (Shared)
Demo Level
Eschdorf (for Gamescom)
Selected Mission
Game Data |
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---|---|
Platform | Windows |
Released | 2014 |
Developer |
Relic Entertainment |
Publisher |
Sega |
Genre |
Real Time Strategy |
Metacritic | 81 |
My Role |
Mission/Level Designer |
Company of Heroes 2
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I was briefly on Company of Heroes 2 before I was moved onto Company of Heroes Online. While I was on CoH2, I helped with designing and creating one of the prototypes used for Cold Tech and set up a map for this purpose.
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Unpublished test map that was made to test out one of the Cold Tech prototypes
Game Data |
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Platform | Windows |
Released | 2013 |
Developer |
Relic Entertainment |
Publisher |
Sega |
Genre |
Real Time Strategy |
Metacritic | 80 |
My Role |
Mission/Level Designer |
Company of Heroes Online
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On Company of Heroes Online, I helped with the design, scripting, and implementation of a Tutorial level, as well as general design support and multiplayer map support. Here was an infamous incident where a fellow designer and I were the placeholder voices for the Tutorial, and for some reason our voices were not swapped out when we shipped the beta, resulting in people wondering why the voice acting quality had sharply declined since Tales of Valor.
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Tutorial and various unshipped multiplayer maps before the project was canceled
Game Data |
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Platform | Windows |
Released | 2010/2011 |
Developer |
Relic Entertainment |
Publisher |
Shanda |
Genre |
MMO RTS |
Metacritic | N/A |
My Role |
Mission/Level Designer |
Company of Heroes: Tales of Valor
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Company of Heroes: Tales of Valor was another attempt by us to add some new twists to Company of Heroes gameplay. One of these twists revolved around a suggestion for the player to simply have a more direct role in the selection of targets while controlling units like vehicles (unsurprisingly called the “direct-fire” mode). I felt the end result generated a bit more immersion into the game as you could watch vehicle turrets track in real time where you pointed.
All in all, the game consisted of 3 short 3 mission long campaigns, along with 3 special gameplay modes (called “Operations”).
My responsibilities on this project included the co-authorship of the Causeway missions, through implementation and maintenance, as well as the paper design and implementation of Operation Stonewall (a special multiplayer defence mode).
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Story Missions
Causeway (shared 3 mini missions)
Operations
Operation Stonewall
Selected Mission
Game Data |
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---|---|
Platform | Windows |
Released | 2009 |
Developer |
Relic Entertainment |
Publisher |
THQ |
Genre |
Real Time Strategy |
Metacritic | 70 |
My Role |
Mission/Level Designer |
Company of Heroes: Opposing Fronts
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Opposing Fronts was my first CoH related title that I worked on. Here I was responsible for the research, paper design, layout, LUA scripting, and World Builder implementation of a special Commonwealth two parter mission - Carpiquet. This map was unique in that it was the first multi-stage map that Relic did that attempted to carry over the units the player had, and record the damage to the map for the next phase.
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Story Missions
Carpiquet Parts 1 and 2
Game Data |
|
---|---|
Platform | Windows |
Released | 2007 |
Developer |
Relic Entertainment |
Publisher |
THQ |
Genre |
Real Time Strategy |
Metacritic | 87 |
My Role |
Mission/Level Designer |