Toxikk - Foundation XL

Intro

A massive level built for the classic arena shooter developed by Reakktor Studios

Personal Project - Vorlon Outpost

Inspired by the 90's TV show Babylon 5

Toxikk - Castello Rossini

Reveal Trailer

An old level revived and overhauled for Toxikk

Fairytale Fights - Fairytale Village

Intro

Developed by Playlogic GamesFactory for PS3 & Xbox, winner of Best Visual Design at the 2010 Dutch Games Awards

Personal Project - Ragnaz

Based on a zone from World of Warcraft

Toxikk - The Artifact

Intro

An excavation site deep in Guatemalan jungle

Personal Project - Coruk Water Works

Trailer

Abandoned water processing plant

Fairytale Fights - Three Bears Inn

Intro

First level built and the reference for the entire games' visual style

Personal Project - Yaim

Trailer

The goal was to build a level using no more than twelve simple shapes and six different colors

Personal Project - Yaim

Trailer

Same level, different approach, largely just white & grey and only a little color here and there

Personal Project - Coruk Water Works

Trailer

This time featuring an autumn / fall theme and built with golden hour in mind

Personal Project - Coruk Water Works

Trailer

And there's an early morning winter setting available too

Toxikk - Dekk

Reveal Trailer

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

Fairytale Fights - Lumberjack Mill

Intro

One of the first levels, revealed at Games Con 2009 as a playable demo

Toxikk - Ehrgeiz

Intro

A hidden facility somewhere near Mount Illimani in the Bolivian Andes

Toxikk - Ehrgeiz

Intro

The lower levels of this Cell Capture map

Personal Project - Sakura Crossing

This was the result of me visiting the cherry blossom park in Amsterdam

Personal Project - Vorlon Planetkiller

Second part of the Babylon 5 project, a capital ship and its fleet of drones

Fairytale Fights - The Waterbook Falls

One of the additional multiplayer arenas released as DLC

Toxikk - The Artifact XL

Intro

Another Cell Capture exclusive level

Toxikk - The Artifact XL

Intro

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

Toxikk - Citadel

Reveal Trailer

Vehicle driven Cell Capture high above a futuristic Chicago

Toxikk - Citadel

Reveal Trailer

The largest level in the game and probably the biggest technical challenge I've faced so far

Fairytale Fights - Intro

Intro

The world is quite literally based on story books

Personal Project - Sakura Crossing

The second of three scenes using the asian architecture & cherry blossom theme

Toxikk - Foundation XL

Intro

Slums amidst a futuristic Hong Kong business quarter

Personal Project - Coruk Water Works

Trailer

Part of the complex is connected & built into a system of caves

Toxikk - Castello Rossini

Reveal Trailer

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

Toxikk - The Artifact

Intro

An excavation site deep in Guatemalan jungle

Toxikk - Foundation XL

Intro

The sewer & subway areas are exclusivly available in this version

Who I am and what I do

Quick facts

  • Tagged 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:Levels, music, biking, cereal, movies and TV series

It was the year 1996...

when I discovered level design in the form of Unreal© and its editor. Over the next years I've spent increasingly more time building levels for various Unreal Engine games, released levels to the public and joined community modding projects. After I won the Make Something Unreal Contest I was asked to work with Epic Games, the very creators of the game that got me hooked in the first place. Today, 20 years later I'm still as passionate about levels as I was back then; with me you'll have someone who loves his job, doesn't shy away from putting in the extra time necessary to improve himself or his work and is always eager to learn new things. I'm well used to creating levels from the very start all the way to the finish line, but I specialize in level visuals & lighting.

Professional Work Shipped Titles

Toxikk - Reakktor Studios

Toxikk combines the intuitive mechanics of classic Arena FPS shooters with a fresh setting, slick graphics and the vision to take the genre back to its roots. It was developed by indie dev Reakktor Studios and released for PC in September 2016. I was the primary Level Artist, Level Designer and Lighting Artist of the project, building a majority of the levels in the game. I've created assets & textures, improved lighting / collision / performance and overhauled and even completely re-built outsourced levels.

Fairytale Fights - Playlogic GamesFactory

Fairytale Fights is a hack & slash, action-adventure game for up to four players, shipped in fall 2009 for PS3 & Xbox 360. It 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, polishing and optimization. During my time at Playlogic I've also worked on Fairytale Fights' three DLC packages, two arcade games and Fairytale Fights 2.

Unreal Tournament 2004 Editors Choice Edition - Epic Games

I was approached to build a medium sized outdoor level for the Onslaught game mode via off site contract work. It's designed for approximately 10-16 players and uses all new vehicles introduced with this special edition. I wanted a unique environment not yet seen in the game and decided to go for something resembling a coral reef. I created almost every asset & texture myself, this was the result.

Personal Projects levels and more

Levels

I've built almost all of my personal & mod levels with Unreal tech and Unreal Engine 3 in particular, and I'm currently working with Unreal Engine 4. But I've also experimented with a few other game development engines over the years, mostly just out of curiosity and to learn a thing or two.

  • Built various levels using the Unreal Development Kit / Unreal Tournament 3 editor
  • Worked with inofficial Borderlands Editor, CryEngine 2/3, Source, Unity and a few other engines
  • Built many levels for the Unreal / Unreal Tournament series, click here and here if you want / need to see legacy content
  • Founding member of the Community Bonus Packs for the Unreal Tournament series, officially endorsed and promoted by Epic Games
  • Second Make Something Unreal Contest : Won 1st place & 4th place, finalist in all three rounds and both level categories available

Misc

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CVResume

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 & Service

2003 - 2007 Economics studies @ TU Chemnitz, Germany
2001 - 2002 Military service in Regensburg, 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 combined working practice
Very experienced in Unreal Engine 4
Very experienced in Autodesk Maya
Experienced in Autodesk 3ds max and Blender
Experienced in Autodesk Mudbox
Experienced in Adobe Photoshop, Filterforge, Crazybump, NDo2 and others
Experienced in 3D terrain creation software such as Terragen, TerreSculptor, L3DT and WorldMachine 2
Experienced Outlook, Word, Excel, Power Point and others
Experienced in bug-tracking software
Experienced in gaming console development software

Qualifications

Strong team player
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 of different environments
Ability to 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

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 multi player level from scratch
  • Visually unique look with almost all the assets & textures made by myself

Personal history

2016 - today 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 - 2007 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 te release of Unreal©

Awards & community achievements

Fairytale Fights winner at 2010 Dutch Game Awards for "Best Visual and Audio Design"
Make Something Unreal Contest :
Phase 3 : DM-CBP2-Drakonis scored 4th place in "Best Level Using Custom Content"
Phase 2 : DM-CBP-Arkanos won 1st place "Best Level Using Custom Content" and got a Honorable Mention in "Best Level"
Phase 1 : DM-Tree-of-Ages received a Honorable Mention in "Best Level Using Custom Content" and "Best Level" categories
Community Bonus Packs 1 & 2 for UT2003 & UT2004 were officially featured & in game advertised by Epic Games
Some of my levels rank among the highest ever reviewed custom levels for the Unreal Tournament series
I've received multiple awards from the most well known review sites such as NaliCity, Insite, Mapraider and others
Several of my levels for UT2003 & UT2004 received the "CliffyB Ownage" award, given by former Epic Games Design Director Cliff Bleszinski

Miscellaneous

January 2017 - June 2017
  • Advertisement Designer / Advertisement Artist / Web Designer @ S&F Maschinen- und Werkzeugbau GmbH, Germany
  • Created a promotional flyer, a new company website from scratch and designed the look of the company van
December 2013 - March 2014
  • Web Designer @ S&F Maschinen- und Werkzeugbau GmbH, Germany
  • Created new web site from scratch in cooperation with the client
Experience in Dreamweaver / HTML / HTML5 / CSS / Javascript for personal & commercial website creation
Experience in creating promotional material & advertisement designs