Downloads

I have created a fair bit of free stuff over the years, from game levels to layouts for 3D modelling packages to plugins. This page lists all downloads that I have released, in chronological order. Use the sidebar to find a specific download.

GDC 2013: “Talking to the Player – How Cultural Currents Shape and Level Design”

April 24, 2013

I have posted a full recording of my 2013 GDC game design lecture. It’s called “Talking to the Player – How Cultural Currents Shape and Level Design” and examines in detail how video games are the perfect expression of our current cultural values. It also gives some hands-on advice on everyday problems faced by level and narrative designers.

You can watch it on YouTube or download the fully annotated slides (45mb).

GDC 2012: Player Stories and Designer Stories

March 11, 2012

player stories designer stories 544x307 GDC 2012: Player Stories and Designer Stories
Description: Whose story does a game tell? That of the player, the game character, or the designer? This lecture provides a comprehensive review of how games create narrative by structuring designer and player stories through level design.

Download the annotated .PDF slides (10mb).

IGDA SF Pecha Kucha Download

April 9, 2011

I presented a short, 7 minute session at the IGDA SF’s “Pecha Kucha Night”, talking about level design, how it fits into game design, and when we’re doing it wrong. It’s 22 slides, which you can download right here. (2MB)

GDC 2011: The Identity Bubble – A Design Approach to Character and Story Creation

March 5, 2011

gdc2011 ib matthias worch 544x306 GDC 2011: The Identity Bubble   A Design Approach to Character and Story Creation
Description: Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through the game-world? The answer is Both, and the game designer must work carefully to keep the interests of these two consciousnesses aligned. This session presents a design approach for reconciling developer-defined and player-derived character identities. Games often feature strong pre-authored characters and story arcs, while trying to give the player the feeling of uninhibited agency. The practical techniques presented here show how to design stories that dont simply provide a context for the players actions, but instead create impulses and motivations within the player that are in alignment with those of the avatar. Player and avatar float along in unison inside an identity bubble, working towards a common goal.

Takeaway: Attendees understand how games establish a high level of character identification, and they acquire techniques that can be used to achieve similar results. Writers (and developers working with external writers) gain insight into the design and identity concepts that should guide the development of character, story and mission objectives in games.

Intended Audience: Game designers, writers and developers working with external writers.

Download the annotated .PDF slides (3mb).

GDC 2010: Level Design Tutorial

March 17, 2010

I cleaned up the slides from the lecture I gave during the GDC 2010 Level Design tutorial. This was an introductory look at the world of level design – what he does and how he does it. The material is entry level, but a good overview of the disciplines. You will find some overlap with the environmental definition that Harvey and I used in our “What Happened Here?” session.

(201) Level Design in a Day: Best Practices from the Best in the Business
Session Description:

In this intense day-long tutorial, attendees will gain deep insights from some of the most experienced level designers in the industry. The tutorial will cover every aspect of the level design process, from basic navigation and object manipulation tips and tricks to best practices for encounter design and level flow. As the development discipline responsible for crafting the vastly important moment-to-moment player experience, a deep understanding of core level design principles becomes essential for level designers, game designers and design managers alike. Likewise, an intimate familiarity with the level creation process can be a massive advantage to producers, testers or artists. This year’s session will focus on the Unreal Engine, while subsequent years will focus on Source, Quake, and other popular engines.

Intended Audience:
Level designers, mission designers, game designers and scripters will gain deep insights into the best practices and proven processes used by our industry’s leading teams. Additionally, writers, level artists and quality assurance professionals will come away from this talk  better prepared to collaborate and contribute to the level creation process. All attendees should have a solid understanding of the level design process, as well as a basic familiarity with the tools of the trade. Experience with the Unreal Editor will also be beneficial this year, but is not required to fully participate in the tutorial.

Takeaway:
Newcomers to the world of level design will gain a solid foundation in the art and science of level design while experienced level designers will come away from the talk with a bevy of tips, tricks, and best practices in use by some of the best level designers in the industry. Experienced producers, artists and testers will gain an intimate understanding of the level design process, and will be better equipped to manage and collaborate with this essential part of the game development process.

Speakers:
Coray Seifert, Game Designer, THQ – Kaos Studios
Matthias Worch, Senior Level Designer, Visceral Games
Neil Alphonso, Lead Level Designer, Splash Damage
Richard Carlson, Level Designer/game designer/musician/sfx dood, Digital Eel
Ed Byrne, Creative Director, Zipper Interactive
Forrest Dowling, Lead Multiplayer Level Designer, THQ – Kaos Studios
Joel Burgess, Lead Level Designer, Bethesda Softworks
Jim Brown, Lead Level Designer, Epic Games

Download the slides for this session below.

GDC 2010 LD Tutorial Downloads
Slides (PowerPoint 2007 .pptx, 4.5MB)

GDC 2010: “What Happened Here?” – Environmental Storytelling

March 11, 2010

What Happened Here? Environmental Storytelling
Speaker: Harvey Smith (Game Director, Arkane Studios), Matthias Worch (Senior Level Designer, Visceral Games)
Date/Time: Thursday, 3pm – 4pm
Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
This lecture examines the game environment as a narrative device, with a focus on further involving the player in interpreting (or pulling) information, in opposition to traditional fictional exposition. We provide an analysis of how and why some games in particular create higher levels of immersion and consistency, and we propose ways in which dynamic game systems can be used to expand upon these techniques. The lecture presents the techniques for environmental storytelling, the key to the creation of game spaces with an inherent sense of history; game spaces that invite the player’s mind to piece together implied events and to infer additional layers of depth and meaning. In addition to commonly-used environmental storytelling tools (such as props, scripted events, texturing, lighting and scene composition), we present ideas for using game systems to convey narrative through environmental reaction. Environmental storytelling engages the player as an active participant in narrative; game systems that reflect the player’s agency can do the same. The lecture will analyze existing cases and provide a framework for dynamic environmental storytelling in games.

Intended Audience
This session is aimed at creative directors, narrative designers, level designers and level artists who want to take the environmental storytelling of their games to the next level. A good understanding of the subject matter, and game environmental design in general, is a bonus.

Takeaway
Attendees leave with a clear understanding of traditional environmental storytelling techniques, the current state of the art, and ideas on how to expand these concepts to new proportions using systemic environmental storytelling approaches.

what happened here worch smith 544x407 GDC 2010: What Happened Here?   Environmental Storytelling

Download the slides for this session below. I recommend the notes file, which gives you all slides along with the talking points. You can also download the slides and speaker notes individually.

GDC 2010 Downloads
Slides + Notes (Adobe Acrobat .pdf, 7.5MB)
Slides + Notes, Compressed (Adobe Acrobat .pdf, 2MB)
Slides Only, Compressed (Adobe Acrobat .pdf, 6MB)
Speaker Notes (text file)

Unreal 2 Editing Tutorials

September 9, 2008

My Unreal 2 tutorials had fallen victim to the page redesign. But fear not if you’re still looking for U2 editing help! Hellkeeper has integrated all of my old content into his tutorial page, dug up all of the old documentation, and fixed all outdated links. He’s even translated each tutorial into French, if you feel more comfortable with that. Wanna dig into some oldschool Unreal 2 editing? Go visit the page by clicking on the image below!
unreal 2 tutorials Unreal 2 Editing Tutorials

GDC 2007: More Than Just A Pretty Map – Creating Next-Generation Materials for LAIR

March 20, 2007

Speaker: Matthias Worch (Game Designer / Technical Art Director, Factor 5, LLC)
Date/Time: Wednesday (March 7, 2007)   9:00am — 10:00am
Location (room): Room 3007, West Hall
Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All

Session Description: Next-generation materials are more than just an accumulation of color and normal maps. Join us as we take an in-depth look at the techniques that were used to create the highly detailed materials in LAIR. The focus of this session is on the artist. It will present multiple ways to quickly and efficiently create color, normal and height maps for realistic materials. It will also demonstrate different ways of acquiring source data for these maps, for example by scanning real world surfaces. To address the bigger picture, we will look at the material creation process from a technical art director’s perspective. We will review different approaches to a company-wide shader authoring system, and discuss ways to spread authoring knowledge throughout the team.

Idea Takeaway: Attendees will acquire techniques that help them to quickly and efficiently create realistic-looking materials for next-generation games.

Intended Audience: Texture artists and art department managers working on next-generation 3D games.

GDC 2007 Downloads

Local Shockwave Version
Adobe Acrobat .pdf (2.4MB)
Original OpenOffice Impress File
(4.5MB)
Powerpoint File
(4.7MB)

dotXSI4Maya Plugins

July 11, 2006

These files are (hopefully) outdated with the release of Crosswalk, but there had been a lot of people asking for compiled versions of the Maya .xsi plugins every other week, since Softimage could only offer the source code and that code was a bitch to compile and link. Hopefully these two compiled plugins will make your life a bit easier!

Download dotXSI4Maya for Maya 6.0.
Download dotXSI4Maya for Maya 7.0.

Softimage XSI Layout

February 14, 2006

mwlayout 150x150 Softimage XSI LayoutThis is the layout I use for all my XSI work. More space-efficient than the standard layout, and loosely based on the Maya interface with easy access to all editors etc. from the menu.

Download this layout.
You might have to right-click on the link and “Save As”.

XSI Script: Toggle Component Mode

August 15, 2005

A quick self-installing plugin that I wrote for XSI to make modeling easier. Toggles between point, edge and polygon mode on a user-defined hotkey.

Download this script from XSI Base.

Introduction to ZBrush 2

June 21, 2005

I wrote this article for the German print magazine Gamestar/dev that I wrote in 2005. It focuses on Zbrush 2 and is in German, so you might not get much use out of it. But if you’re still using Zbrush 2 and speak German, it’s a good read! icon wink Introduction to ZBrush 2

The article is stored as a .pdf file. Click on the image below to download it.

articlegamestardev1 Introduction to ZBrush 2

PC Games Unreal 2 Tutorial

June 21, 2005

unreal 2 article 544x430 PC Games Unreal 2 Tutorial

This is a 2003 Unreal 2 editing article that I wrote for the German magazine PC Games. It’s in German, and you’ll need to register on the PC Games page.

GDC 2005: Normal and Displacement Map, Sitting in a Tree

February 23, 2005

GDC 2005: Normal and Displacement Map, Sitting in a Tree
Speaker: Matthias Worch (Game Designer / Technical Art Director, Factor 5, LLC)
Time/Date: Wednesday (March 9, 2005) 9:00am — 10:00am
Track: Visual Arts
Format: 60-minute Lecture
Experience Level: Intermediate – Basic familiarity or some experience.

Description:
Zbrush, Normalmapping and Virtual Displacement. These days it seems impossible to have a conversation about next-generation graphics without somebody quickly throwing out these and similar terms. But while the tools to get the job done present themselves quickly, integrating them into an efficient production pipeline can be a challenge. Using Factor 5′s art pipeline as an example, this talk looks at the challenges that present themselves as your studio makes the shift into next-generation asset creation. Zbrush, normalmapping tools and the scanning of physical maquettes are just some of the topics that will be touched upon.

Idea Takeaway: Attendees will leave with a thorough understanding of how to tackle the creation of assets for for next-generation games.

Intended Audience and Prerequisites: This talk is useful for everybody who contributes to the visual look of a game: artists, technical directors and level designers.

GDC 2005 Downloads

Powerpoint File (5.7MB)
Movie 01
- CySlice 01 – Resurfacing (15.2MB)
Movie 02
- CySlice 02 – Map Extraction (6.05MB)
Movie 03
- ZBrush Concepts (34.8MB)

The movies were encoded using the DiVX codec.

Maya2XSI Plugin

January 10, 2005

There still seems to be a constant stream of people looking for a compiled version of Softimage’s dotXSI for Maya plugin. I’ve been hosting this for a while but never made it public, so here it is: dotXSI4Maya, compiled for Maya 6.0.

Solaris Base

June 7, 2004

This is an unfinished (but fully playable) Unreal 2 level (based on the PC Games tutorial I wrote in 2003) that I released to the community. No scripting or particle effects, but the map is fully playable and provides at least 30 minutes of gameplay. See if you can find all secret areas, there’s three dead hidden scientists! More information can be found in the Solaris Base readme.

Download Solaris Base.

DM-Memento Mori

December 21, 1999

dm mm1 DM Memento Moridm mm2 DM Memento Mori

Deathmatch map for Unreal Tournament that I created December 99, right after Wheel of Time and Unreal Tournament had shipped. Includes all new textures that had been created for some early Unreal environments but never made it into a shipped level. Good for 4-16 players, can also be played in Domination mode. More information can be found in the DM-MM readme.

Download DM-MementoMori.

Armageddon 5 CTF

July 4, 1999

arma5ctf 01 250x187 Armageddon 5 CTFarma5ctf 02 250x187 Armageddon 5 CTF

Single release of my CTF level that I made for the Quake 2 Allstars map pack. I should convert this to Quake 4 at some point… More information can be found in the Arma5CTF readme.

Download Armageddon 5 CTF.

Armageddon 5

December 24, 1997

arma5 01 250x187 Armageddon 5arma5 02 250x187 Armageddon 5

My first (and only) Quake 2 deathmatch map. Just a random collection of rooms with some early inspiration taken from Q1DM3. The central room became the flag room of Arma5CTF. Pretty big, good for 4-16 players. More information can be found in the Arma5 readme.

Download Armageddon 5.

Armageddon 4

September 16, 1997

arma4 01 250x187 Armageddon 4arma4 02 250x187 Armageddon 4

This was my contribution to the original Rocket Arena mod for QuakeWorld. Uses textures from the second Quake mission pack.

Download Armageddon 4.

Armageddon 3 CTF

August 23, 1997

arma3ctf 01 250x187 Armageddon 3 CTFarma3ctf 02 250x187 Armageddon 3 CTF

CTF Version of the Arma3 DM Map, using Mission Pack 1 and some modified textures. Originally created for the Allstar CTF pack.

Download Armageddon 3 CTF.

Armageddon 3

August 7, 1997

arma3 01 250x187 Armageddon 3arma3 02 250x187 Armageddon 3

Small DM map for up to 8 players, started in the Ritual offices when I was interviewing during QCon 97. This was also my first map created in the BSP editor.

Download Armageddon 3.

Requiem

July 5, 1997

Requiem was a troubled production. Several team members, including the moderator, dropped off the face of the Earth for intermittent periods. When it was finally released it was branded as a beta, and I don’t think there ever was an update. Despite its troubled history and late release, Requiem is a really good map pack with some impressive levels by the greats of the Doom editing. It was included in DoomWorld’s Top 100 WADs Of All Time. I created 4 levels for Requiem.

Download Requiem.

Beyond Belief

May 15, 1997

The 9-level SP episode for Quake that got me my first job in the gaming industry. Back in its days this got over 10000 downloads in the first two days. There’s also various speedruns available. Start map, seven regular levels and a secret map.

Here’s a nice review/retrospective of Beyond Belief.

Download Beyond Belief.
Download the Beyond Belief Prog Files for Tenebrae.
Download the Beyond Belief .map files (can be loaded in any Quake editor).
Download the Speed Beyond Belief demos (BBelief completed in 4:25 minutes!).
Download the Speed Completely Beyond Belief demos (100% kills and secrets).
Download the Speed Beyond Belief Lite demos (completed in 2:20 on Easy).

Armageddon 2

October 19, 1996

arma2 01 250x187 Armageddon 2arma2 02 250x187 Armageddon 2

My first single player map for Quake. Can also be played in DM, parts of the map open up to make the layout more deathmatch-friendly.

Download Armageddon 2.

Doom 2 Map 1 for Quake

September 11, 1996

Doom 2 Map 01 was Doom’s quintesential Deathmatch map. Everybody played it. So it was no suprise that dozens of conversions came out when Quake was released. This was my version of the map. I think I created it at a LAN party, and we played the hell out of the map for a day or so before going back to regular Quake.

q2map01 01 250x187 Doom 2 Map 1 for Quakeq2map01 02 250x187 Doom 2 Map 1 for Quake

Download Map01.

Armageddon 1

September 2, 1996

arma1 01 250x187 Armageddon 1arma1 02 250x187 Armageddon 1

My first ever Quake level. Mostly a testbed (3D? What’s that?), but you might still get a kick out of it for nostalgic purposes.

Download Armageddon.

Memento Mori 2

July 27, 1996

The second MM “mega-WAD”, which brought together ~20 of the best level designers of the time (many of which are working in the industry these days). I made four levels for this. Included in DoomWorld’s Top 100 WADs Of All Time.

Download Memento Mori 2.

Ring of Havoc – Enhanced

April 22, 1996

This was a quick beautifying pass of a pre-existing level. Looking back at the level in 2008, I’m not sure why I did it, but I guess the level has historical value icon smile Ring of Havoc   Enhanced

rohenh Ring of Havoc   Enhanced

Download ROH – Enhanced.

The Troopers’ Playground

March 15, 1996

My Doom 2 episode. Nine levels with new textures, a new enemy type and some Dehacked work. Included in DoomWorld’s Top 100 WADs Of All Time.

Download The Troopers’ Playground.