Toxikk - Foundation XL

Intro

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

Personal Project - Ragnaz Marsh

Recreated my favorite zone from World of Warcraft

Personal Project - Vorlon Terraforming Outpost

Inspired by the 90's TV show 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

Trailer

An abandoned water processing plant, gradually reclaimed by nature

Personal Project - Coruk Water Works

Trailer

Alternate version sporting a late afternoon autumn theme

Personal Project - Coruk Water Works

Trailer

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

Personal Project - Yaim

Trailer

My goal was to build something interesting with no more than twelve simple objects and six different colors

Personal Project - Yaim

Trailer

Second version of this level, dominantly white with a few color higlights here and there

Fairytale Fights - Three Bears Inn

Intro

The very first level built for the game as a visual reference, also the playable demo at GamesCon 2009

Fairytale Fights - Deep Freeze Inn

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

Toxikk - Dekk

Reveal Trailer

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

Toxikk - Castello Rossini

Reveal Trailer

A rather old level revived and modernized for Toxikk

Personal Project - Campsite

Something I came up with during architecture research for Toxikk

Toxikk - The Artifact

Intro

An excavation site deep in Guatemalan jungle

Toxikk - Ehrgeiz

Intro

A hidden facility somewhere near Mount Illimani in the Bolivian Andes

Toxikk - Ehrgeiz

Intro

The secret underground route of this Cell Capture level

Fairytale Fights - The Waterbook Falls

One of three new multiplayer arenas released with the second DLC

Fairytale Fights - Lumberjack Mill

Intro

"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

Intro

Another massive level exclusively for Toxikk's Cell Capture game mode

Toxikk - The Artifact XL

Intro

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

Toxikk - Citadel

Reveal Trailer

Vehicle supported Cell Capture high above a futuristic Chicago

Toxikk - Citadel

Reveal Trailer

Enormous in scale and a massive technical puzzle to solve

Personal Project - Sakura Crossing

Another small scene using the asian architecture & cherry blossom theme

Personal Project - Coruk Water Works

Trailer

Some areas of the interior facility connect to a network of natural caves

Personal Project - Vorlon Planetkiller

Another Babylon 5 inspired scene, the colossal Vorlon capital ships and their drone squadrons

Toxikk - Castello Rossini

Reveal Trailer

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

Toxikk - Foundation XL

Intro

This Cell Capture exclusive level adds severeal new subway station areas

Fairytale Fights - Intro

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
  • 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: Video games, music, biking, cereal and a few others

The year was 1996...

...when I happened to discover level design, in the form of the first Unreal Editor. Immediately fascinated by the possibilities, I dedicated an increasing amount of spare time to what quickly turned into my favorite hobby. I joined several community modding groups, publically released levels and ultimately managed to win the Make Something Unreal Contest. It granted me the opportunity to work with Epic Games, creators of the very franchise that sparked my passion for game development in the first place.

Today, I'm well used to the entire process of level creation, from the very concept all the way to the playable experience. However, I now specialize in level decoration & lighting and optimization measures.

Given an opportunity, I'll put my heart into designing beautiful levels for your project! More than merely a job that needs to be done, but the hobby I still love after more than 20 years. Sharing my enthusiasm with a team of like-minded individuals, developing fantastic video games together, is what I genuinely enjoy!

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, 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 legacy content
  • 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

Miscellaneous Projects

The gallery below contains information about some creative adventures other than just levels.

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 & 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

December 2013 - March 2014
January 2017 - June 2017
September 2017 - October 2017
February 2018 - April 2018
  • Advertisement Designer / Advertisement Artist / Web Designer / IT services @ S&F Maschinen- und Werkzeugbau GmbH, Germany
  • Created a promotional flyer and designed graphics for a company van
  • Created new web site from scratch in cooperation with the client and updated server structure
Experience in HTML / HTML5 / CSS / Javascript for personal & commercial website creation
Experience in creating promotional material and advertisement graphics