Toxikk - Foundation XL

A massive level built for Reakktor Studios' classic arena shooter Toxikk

Intro

Personal Project - Ragnaz Marsh

Based on my favorite zone from World of Warcraft

Personal Project - Vorlon Terraforming Outpost

Inspired by one of my favorite TV shows: Babylon 5

Personal Project - Sakura Crossing

Visited the cherry blossom park in Amsterdam and just had to build something afterwards

Personal Project - Coruk Water Works

An abandoned water processing plant, gradually reclaimed by nature

Trailer

Personal Project - Coruk Water Works

An alternate version of this level with a late afternoon autumn theme

Trailer

Personal Project - Coruk Water Works

And yet another version, this time an early morning winter setting

Trailer

Personal Project - Yaim: From Darkness

An experiment: build something interesting, but only use twelve simple props and no more than six colors

Trailer

Personal Project - Yaim: Into Light

Unwilling to settle for one of two art styles, I just built another level instead

Trailer

Fairytale Fights - Three Bears Inn

The very first level, created as the visual reference for the entire game, and the playable demo at GamesCom 2009

Fairytale Fights - Deep Freeze Inn

The third and final DLC for the game, the Snow Queen story expansion

Toxikk - Castello Rossini

Located on a set of small volcanic islands off the western coast of Ischia, Italy

Reveal Trailer

Toxikk - Castello Rossini

A rather old level revived and rejuvenated for Toxikk

Reveal Trailer

Toxikk - Dekk

The fan favorite Deck16 level from the Unreal Tournament series, re-imagined for Toxikk

Reveal Trailer

Toxikk - The Artifact

An excavation site deep in Guatemalan jungle

Intro

Toxikk - Ehrgeiz

A secret facility somewhere near Mount Illimani in the Bolivian Andes

Intro

Toxikk - Ehrgeiz

The hidden underground section of this Cell Capture level

Intro

Fairytale Fights - The Waterbook Falls

One of three additional multiplayer arenas released with the second DLC

Fairytale Fights - Lumberjack Mill

"If you need your levels done right, hire Marco, you won't regret it. And once you did, listen to what he has to say.... seriously." -Jeroen Backx

Toxikk - The Artifact XL

Another exclusive level for Toxikk's Cell Capture game mode

Intro

Toxikk - The Artifact XL

More than three times as big, with many new areas to explore

Intro

Personal Project - Campsite

An abandoned backdrop intended for Toxikk's Artifact XL level

Personal Project - Vorlon Planetkiller

Another scene inspired by Babylon 5, capital ships and their drone squadrons

Toxikk - Citadel

Vehicle-based Cell Capture high above a futuristic Chicago

Reveal Trailer

Toxikk - Citadel

Enormous in both scale and the number of technical obstacles I encountered

Reveal Trailer

Toxikk - Foundation XL

This Cell Capture exclusive introduces many new areas such as subway networks, markets, bus stations, etc.

Intro

Personal Project - Sakura Crossing

Another small scene using the asian architecture & cherry blossom theme

Fairytale Fights - Canon Ball Bay

A Monkey Island themed level, built just for fun on a quiet day, eventually included in the second DLC package.

Fairytale Fights - Intro

"He is happy to help others and is someone you can always count on. It's been a privilege to have worked with him." -Bastian t. Berge

Who I am and what I do

Quick facts

Avatar
  • Labeled at birth as: Marco Fritzsche
  • Gender: Male
  • Years spent on this earth: 37
  • I come from this place: Germany
  • Let me work for you and I'll be a: Level Artist / Lighting Artist / Level Designer
  • Languages I know about: German, English and a few bits of Dutch
  • Known addictions to: Video games, music, biking, cereal and a few others

The year was 1996...

...when I discovered level design in the form of the first Unreal Editor. Immediately fascinated, I dedicated more and more time to what quickly turned into my favorite hobby. I joined several community modding groups, published levels and eventually won the Make Something Unreal Contest. The reward was my very first job in the games industry, working with Epic Games on the franchise that sparked my passion for the digital arts.

Today, after participating in the development of games from beginning to end, I do specialize in the decoration, illumination, and optimization of levels.

Given an opportunity, I'll use all my creativity to design beautiful levels for your project. For me, that's more than merely work, but a hobby cherished for over 20+ years! Sharing this passion with fellow video game enthusiasts, developing great games together, is what I love doing!

Professional Work Notable shipped titles

Toxikk - Reakktor Studios

  • Classic Arena FPS developed by indie developer Reakktor and released as a PC exclusive in September 2016
  • I was the primary Level Artist, Level Designer and Lighting Artist of the team
  • Created and a majority of the levels in the game, created assets & textures
  • Improved lighting, collision and performance for almost all levels
  • Reconstructed, improved and fixed outsourced levels
Watch the release trailer Toxikk Screenshot #1 Toxikk Screenshot #2 Toxikk Screenshot #3

Fairytale Fights - Playlogic GamesFactory

  • Hack & slash, action-adventure game for up to four players, shipped in fall 2009 for PS3 & Xbox 360
  • Features a colorful, cartoon-ish, clay-like visual style and a world that is literally based on classic story books, as a natural part of the environment
  • My primary functions were Level Artist & Lighting Artist and occasionally Level Designer for multiplayer content
  • After my first year I was promoted to Lead Technical Artist, coordinating level decoration & lighting and optimization of outsourced levels
  • Worked closely with the art director to prototype the visual style, created multiple levels, global lighting rules & setups
  • Guided & trained junior level artists and internship students
  • Additionally worked on Fairytale Fights' three DLC packages, two unannounced arcade games and Fairytale Fights 2
Watch the intro FF Screenshot #1 FF Screenshot #2 FF Screenshot #3

Unreal Tournament 2004 Editors Choice Edition - Epic Games

  • Outdoor level for the Onslaught game mode, designed for approximately 10-16 players View
  • Designed for & with a set of all new vehicles introduced via this special edition of the game
  • I wanted a unique environment not yet present in the game and had to create almost every asset & texture myself
  • Worked as Level Designer, Level Artist, Environment Artist, Texture Artist and QA tester during development

Personal Projects Various things

Levels

  • Built many levels for Unreal Development Kit & Unreal Tournament 3, currently working with Unreal Engine 4
  • Built many levels for Unreal / Unreal Tournament / Unreal Tournament 2003 / 2004, click here if you want to see some of my earlier work
  • Founding member of the Community Bonus Packs for the Unreal Tournament series, officially endorsed and promoted by Epic Games
  • Make Something Unreal Contest: Won 1st place & 4th place, finalist in all three rounds and both level categories
  • Did some minor work in inofficial Borderlands Editor, CryEngine Sandboxes, Source Engine, Unity Engine and a few others
  • I'll usually create my own concepts, assets, textures, skyboxes and whatever else is needed for my levels

Other Projects

To increase my artistic capabilities, and because it's a lot of fun, I do like exploring new and unknown creative areas.

CV Resume

Personal details

Name Marco Fritzsche
Gender Male
Date of birth November 18th, 1980
Nationality German
Occupation Level Artist / Lighting Artist / Level Designer
Portfolio www.marco-fritzsche.com
Email contact[at]marco-fritzsche.com

Education

2003 - 2007 Economics studies @ TU Chemnitz, Germany
1987-2000 Abitur (high-school diploma) @ Gymnasium Einsiedel, Germany

Languages

German Native language
English able to communicate fluently
Dutch basic understanding
French very basic knowledge

Software experience

Highly experienced in all Unreal Engines, 20+ years of work experience
Very Experienced in Unreal Engine 4
Very experienced in Autodesk Maya
Experienced in Autodesk 3ds Max and Blender
Experienced in Autodesk Mudbox
Experienced in CryEngine, Unity, Source Engine, SpeedTree, Lumberyard, Scaleform
Experienced in Adobe Photoshop, Adobe Illustrator, Filterforge, Crazybump, NDo2, NJob and others
Experienced in 3D terrain creation software such as Terragen, TerreSculptor, L3DT and WorldMachine
Experienced Outlook, Word, Excel, PowerPoint, and others
Experienced working with software for bug-tracking
Experienced in development software for Sony and Microsoft consoles
Experienced in video and audio editing software

Qualifications

Excellent team player with strong communication skills
Ability to create & follow design rules, to finish and polish work
Ability to quickly and independently familiarize with new software and techniques
Ability to understand gameplay elements necessary to create enjoyable and fun to play levels
Ability to guide and train junior artist/internship students
Creating levels from scratch, based on existing architecture, own ideas, concept art and according to art direction
Creating levels with both compelling gameplay and visuals, for multiplayer as well as singleplayer games
Creating own assets and textures for levels, experienced in both low and high poly modeling
Creating lighting setups, guides, and documentation for many different environments

Games industry history

August 2014 - January 2017
  • Level Artist / Level Designer / Lighting Artist / Environment Artist / Texture Artist @ Reakktor Studios, Germany
  • Title: Toxikk (PC)
  • Worked closely with the producer & art director to create, light, tweak and polish levels
  • Other responsibilities included performance optimization, collision improvement, asset creation, QA testing, bug fixing
  • Created a majority of the games' levels
December 2007 - September 2010
  • Level Artist / Lighting Artist / Lead Technical Artist @ Playlogic Game Factory, Netherlands
  • Titles: Fairytale Fights, Fairytale Fights DLC, Fairytale Fights 2 (PS3 / Xbox360), Fairytale Arcade Games
  • Worked closely with the art director to prototype desired visuals and created multiple levels
  • Guided & trained junior level artists and internship students
  • Created global rules and lighting setups for a majority of levels
  • Other responsibilities: creating weekly review builds, collision & performance optimization measures, outsourced level improvements
June 2004 - September 2004
  • Level Designer / Level Artist / Environment Artist / Texture Artist @ Epic Games
  • Title: Unreal Tournament 2004 Editors Choice Edition (ECE)
  • Designed & built a team based multiplayer level from scratch
  • Visually unique look with almost all the props & textures made by myself

Personal history

2016 - today Primarily working with Unreal Engine 4
2008 - 2016 Various levels for Unreal Development Kit / Unreal Tournament 3, working with CryEngine, Unity, Borderlands Editor and others
2007 - 2008 Level Designer / Level Artist / Environment Artist / Texture Artist / QA for Community Bonus Pack (CBP3)
2005 - 2006 Level Designer / Level Artist / Environment Artist / Texture Artist / QA for Community Bonus Pack (CBP2)
2004 - 2007 Various multiplayer levels for Unreal Tournament 2004 / modding work
2003 - 2004 Level Designer / Level Artist / Environment Artist / Texture Artist / QA for Community Bonus Pack (CBP1)
2002 - 2004 Various multiplayer levels for Unreal Tournament 2003 / modding work
1999 - 2002 Various multiplayer levels for Unreal Tournament / modding work
1996 - 1999 First level design attempts with the release of Unreal©

Awards & community achievements

Fairytale Fights winner at 2010 Dutch Game Awards for "Best Visual and Best Audio Design"
Make Something Unreal Contest :
Phase 3: DM-CBP2-Drakonis won 4th place in "Best Level Using Custom Content"
Phase 2: DM-CBP-Arkanos won 1st place "Best Level Using Custom Content" and Honorable Mention in "Best Level"
Phase 1: DM-Tree-of-Ages was Honorable Mention in both "Best Level Using Custom Content" and "Best Level" categories
Community Bonus Packs for UT2003, UT2004 and UT3 were officially featured & in-game advertised by Epic Games
Received multiple awards from the most well-known review sites such as NaliCity, Insite, Mapraider, and others
Received several "CliffyB Ownage" awards for my UT2004 levels from former Epic Games Design Director Cliff Bleszinski

Miscellaneous

December 2013 - April 2018
  • Advertisement Design & Art / Web Design / IT Service @ S&F Maschinen- und Werkzeugbau GmbH, Germany
  • Created & designed a promotional flyer and graphics for a company van
  • Created a new website from scratch in cooperation with the client
2001 - 2002 Military service in Regensburg, Germany
Experience in HTML / CSS / Javascript for personal & commercial website creation
Experience in creating promotional material and advertisement graphics