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Team Projects

Here is a compilation of some of the team projects I've been involved with.

Planet Incursion



Download: Demo
Engine: Torque Game Engine Advanced
Duration: 10 months
Team size: 7
Language: C++, HLSL, TorqueScript
Role: Project Manager, Lead Programmer, Lead Game Designer

This project started when we learned that we were going to make a demo game using the Torque Game Engine in one of the semesters at NITH. Me and three friends of mine, all taking game programming at NITH, got together and started planning our project. After coming up with a few ideas for a game, we finally ended up with Planet Incursion - a tactical FPS set in the future on alien planets. As we started work on the project we learned about a new game competition that was starting here in Norway aimed at students - Norwegian Game Awards. We decided to expand our project time from 6 months to 12 and take a shot at the competition. We also recruited two more people - an artist, and a music composer.

My responsibilites was to coordinate and plan the project, design the game, implement new features in the engine and implement gameplay using the TorqueScript. During the development I also ported our code from the Torque Game Engine (OpenGL) to the Torque Game Engine Advanced (DirectX).



Point of Existence 2



Homepage: Point of Existence
Engine: Battlefield 2
Duration: 2 years
Team Size: 30
Language: Python, BF Con Script, MaxScript
Role: Lead Programmer

As the name implies, this is the sequel to Point of Existence. Following up on the storyline and moving into Europe this total conversion mod features the German, US and Ukraine armies. After our first release in August 2006 we had the highest player count any Battlefield 2 mod has ever had - over 3000 people online at the same time. Later the same year we were awarded the price as #1 Mod of the Year 2006 atModDB.

The Point of Existence team was based all over the world working together through the internet. My job in the team lead me to do diverse work. I Implemented all handweapons and some of the vehicles for the mod. This meant rigging up 3ds Max scenes and export them before scripting the objects so they'd function in the game engine. I also created a toolset for 3ds Max that was used in this process. Using Python I designed and created a new spot and fire artillery system and also two new game modes - "Frontline" and "King of the Castle". I also did extensive work on a third game mode simply called "Nuke".



Point of Existence



Homepage: Point of Existence
Engine: Battlefield Vietnam
Duration: 1.5 years
Team Size: 30
Language: BF Con Script, MaxScript
Role: Lead Programmer

Point of Existence is a total conversion mod for Battlefield Vietnam. Set in Africa (Sudan and Kenya) the US and Russian forces fight over new found oil. This mod was awarded #4 Mod of the Year 2005 at ModDB. It was the most played mod for Battlefield Vietnam, and had up to 300,000 downloads worldwide.

The Point of Existence team was based all over the world working together through the internet. My job in the team lead me to do diverse work. I Implemented all handweapons and some of the vehicles for the mod. This meant rigging up 3ds Max scenes and export them before scripting the objects so they'd function in the game engine.
Copyright (c) 2008 Andreas Johansen