Welcome to my portfolio!
The most recent pieces of my work can be found here. Feel free to also visit my youtube channel
or my dev blog.
I am a passionate video game player and developer with a B.Sc. in Game Design. I have about 10 years of hobby and 6 years of professional experience. My journey in the realm of video games began when I played my first game, "The Settlers".
My professional strength lies in Technical Design, a role combining the best of the two fields system design and programming, in one. At home I also like to be creative and broaden my horizon by creating 3D art assets.
I work on mastering one trade but also try to maintain a level of proficiency in other fields, for I believe that this knowledge allows me be a better developer overall.
- Hunt: Horrors of the Gilded Age - Technical Designer, A.I.
- Warface Siberian Winter campaign - Level Design
- Ryse Multiplayer - Technical Designer
- Crysis3 - Technical Designer
- Spec Ops – The Line (Xbox 360, PS3 and PC) - embedded QA for AI
- Unannounced XBLA prototype made by Binary Madness
- Resistance And Liberation - Game Design, Code and 3D Art
- Day of Defeat - Custom Level Design
- B.Sc. Gamedesign at Mediadesign Hochschule (MD.H) Berlin
- Abitur at Gymnasium Stade
- Solid programming background: C++, C#, UnrealScript and Flash Action Script (Scaleform)
- Excellent visual scripting abilities (Blueprints, Flowgraph)
- High and Low Poly modeling
- Ability to learn new tools and pick up new concepts quickly
- Good interdisciplinary problem solving abilities
- Effective teamwork within given schedules
- Unreal Engine 3 and 4
- CryEngine 3 and 5
- Hammer Editor
- MS VisualStudio
- PIX (Performance Index for Xbox 360)
- Autodesk 3dsMax, Softimage XSI
- Adobe Photoshop, Illustrator and Flash
- Perforce, Subversion
* Panzerhaubitze 2000 - a project a fellow student and I created.
Music: Richard Strauss - "Also sprach Zarathustra"
* Panzerhaubitze 2000 - low resolution
* Mighty Space Miners - a flash game I created with two fellow students as a project for university.
* Sl*t - The Game - a flash based game that I helped create. It was used as promo game for a new album of the german band "Slut". Despite the rather unusual name this band makes pop music.
* Mental Asylum - A campaign for the Valve game "Left 4 Dead 2". 3 out of the 4 parts of that campaign are done. The map is also available at L4DMaps.com
* RnL trailer - The 2007 christmas trailer for the HL2 mod Resistance and Liberation - the mod download can be found here.
Contact me via LinkedIn: https://de.linkedin.com/in/stefan-bermig-66626a3
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I created this model in order to learn 3DS max high poly modeling. The reference is a BMW 760i from 2005.
The carpaint material is a Shellac material available at CGTalk
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Audi S3 2008
This is the model of a Audi S3 from 2008.
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The PZH 2000 was modeled with a fellow student as final test of our 3D class in university.
While he was responsible for building the turret and the animations I modeled the body, UVed the finished mesh and created the camouflage texture sheet.
The result of this work is a video that can be downloaded here
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Tire and Rims
I modeled this set of a tire and rims as preparation for larger models, like the BMW I used it for.
The tire bump map is from a tutorial.
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Gulf Of Krimsekistan
Gulf of Krimsekistan is a multiplayer map for the game "Settlers - Rise of an Empire".
It features 2 traders on each side of the bay who are the only resources for trade goods that are vital to the game's progress and winning the game later.
I created it during the level design course in university together with a fellow student. We both designed it but had to come up with a build of it on our own as result.
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St Come Du Mont
St. Come du Mont was one of the areas to be captured by the allied paratroopers who landed in the Normandy. It was my first map for Resistance and Liberation.
The challenge I faced creating this map was to make a large outdoor area style level with a tool set and an engine that was optimized to do indoor and medium sized outdoor levels.
Another challenge was the indoor lighting. The Source engine is particularly weak when it comes to bounce lights, especially with it's default bounce lights, resulting in extremely dark indoor areas even when those have windows to the brightly lit outside.
In order to still have good looking indoor areas that are not all lit by artificial light sources (who turns on lamps at daytime anyway?) I had to cheat a little and use a number of carefully placed and set up spot lights infront of each window to fake a proper lighting.
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Mental Asylum Sewers
This is the second of five maps in my campaign for the Valve game "Left 4 Dead".
It leads the four players through a sewer system, up into an apartment block and concludes in an underground carpark of a hotel that serves as location of the third map.
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Mental Asylum Subway
The first of 5 map of my "Left 4 Dead"
The players start in the control room of a subway station. They have to make their way through the large station and the outbound tunnels in order to get into a flooded part of the city's sewers. The sewers are the location of the following map
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One of my "Resistance and Liberation
" maps is featuring a train station, yet no trainstation would be perfect without a train, so I made one.
The base textures I used to create the sheets are taken from CG Textures.com
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A vintage Citroen I modeled to learn the UE4 asset pipeline
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US Parachute Infantry
A U.S. Parachute Infantry NCO that I made to learn the UE4 character pipeline
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Dieppe is my latest map for the HL2 mod RnL.
It features newly implemented gameplay modes like objective destruction and will force both teams to both attack their targets while defending the enemy's targets.
It is still a "work on progress", so some screenshots show the grey texture used to layout the entire map and it's missing quite some detail.
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The bath house level is part of a small game that I developed with a team of fellow students.
We were presented with an engine called Shark 3D
that no one of use knew to that date and after a brief introduction of it's capabilites, limits and workflow we were assigned the task to develop a game within 5 weeks.
We chose to create a multiplayer game that featured an "Gears of War" like annex point gameplay.
My task was to develop a level that worked for up to 16 people. That included:
- creating a working layout
- position all necessary entities
- creating the textures
- scripting the gameplay, including timers, collision detection for the triggers and the gameplay logic for pickups like armor and "regeneration zones" that refilled the player's health.
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I programmed this level editor with C# as a tool for the development of a Flash based promo game
that I helped working on during my studies.
My responsibilities during the development were:
- helping to come up with and refining a design fit for a 2D sidescroller music game.
- identify the needs of the artists and the requirements of the gamedesign for a level editor.
- develop and maintain a flexible editor to create multiple levels with different settings and entities
- design a XML based format for storing the information of the levels
- implement an interface that is capable of reading and processing the level information
- work closely together with another programmer to implement the collision of the game and program a collision editor to create the game's collision meshes.
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Bell UH1H Huey
A Huey from the Vietnam area. It's rigged and fully functional in CryEngine3
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Audi S3 2008 UDK
The 2008 version of Audi's S3. Fully rigged, operational and destructible in the UDK
. Features emissive textures, toggleable head and brake lights and an ignition that can be accessed in Kismet.
The car paint is done in a shader, so there's just a small amount of texture space used for the outter parts.
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