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2002-2005
LEVELS 2005-2007

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2007-2011



LEVELS 2005-Today

This page contains levels I made between roughly 2005 and 2007. It contains only levels made for the game The Chronicles Of Spellborn, a MMORPG using Unreal Engine 2. The levels are sorted to creation date and importance, not to quality.

I had a lot of responsibilities on this game, which is reflected by the large numbers of often very huge environments I built and directed. What I've done precisely on every level can be found in the descriptions. In general, I usually focused solely on the visuals in the levels, and not so much on the gameplay or scripting, although I did do most of the lay-outs.

The game features real time day and night cycles. I configured the day and night atmosphere settings for all the levels shown on this page.




  • Slywood (TCOS)
  • RingFell (TCOS)
  • Parliament (TCOS)
  • Raftyard 1 (TCOS)
  • Raftyard 2 (TCOS)
  • Raftyard Fortress (TCOS)
  • The Deadspell Storm (TCOS)
  • The Green District (TCOS)
  • Citadel Of Ail (TCOS)
  • AQ Ormoburu (TCOS)
  • Carnyx (TCOS)
  • AQ Demon Army Camp (TCOS)
  • Trial Caves 35 and 50 (TCOS)
  • Quarterstone City (TCOS)
  • Miscellaneous (TCOS)


  • Slywood - The Chronicles Of Spellborn

  • Description : Slywood is part of the world Ringfell and is one of the more scary and darker areas of the game - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
  • Environment : Art wise, except the textures and most meshes, it was created by me. Including the sky.



  • RingFell - The Chronicles Of Spellborn

  • Description : The world RingFell is made up out of four huge outdoor levels. It has two main areas: Upper and Lower. While the upper area is wet and lush, the lower areas are very desolate and dead. The lower area was once the bottom of a sea. The entire world is roughly a 1000 times larger than the average UT level. - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
  • Environment : Most textures and meshes were made by the TCOS art team with the exception of all the terrains and rocks/mountains which were all self-made. 95 percent of all the meshes in the world I placed myself (25 000+ meshes) as well as all the lighting (5000+ lights). I also created the atmosphere, special effects, shaders and materials, day and night cycles, the sky, vegetation and so on and I optimized all of it.



  • Parliament - The Chronicles Of Spellborn

  • Description : The world Parliament is made up out of four huge outdoor levels. It has multiple areas such as the Hawksmouth canyon with a city and a forest, a huge Midland world with a large forest as well as farmland, a Swamp area and a Lowlands Forest world with a large moor. The entire world is 1000 times larger than an average UT level - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
  • Environment : Most textures and meshes were made by the TCOS art team with the exception of all the terrains and rocks/mountains which were all self-made. 95 percent of all the meshes in the world I placed myself (30 000+ meshes) as well as all the lighting (6000+ lights). I also created the atmosphere, special effects, shaders and materials, day and night cycles, the sky, vegetation and so on and I optimized all of it.



  • Raftyard 1 - The Chronicles Of Spellborn

  • Description : A raftyard is a group of inhabited floating rocks in the Deadspell Storm - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
  • Environment : Art wise, except the textures and some smaller meshes, it was created entirely by me. Including the sky.



  • Raftyard 2- The Chronicles Of Spellborn

  • Description : A raftyard is a group of inhabited floating rocks in the Deadspell Storm - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
  • Environment : Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.



  • Raftyard Fortress- The Chronicles Of Spellborn

  • Description : A very large and inhabited raftyard on which an hostile fortress is build. The level is the headquarters of the Glaive faction, one of the main enemy clan the player faces in the game - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : The level was largely self designed and conceptualized with the exception of the constructions - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
  • Environment : Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.



  • The Deadspell Storm - The Chronicles Of Spellborn

  • Description : The magical storm that surrounds the playable worlds. The players must travel through it using airships to go from one world to another. - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : Apart from the general concept, the airships, and the world exteriors I designed the level myself, including the look and feel of the level, atmosphere, colors, styling, detail and so on.
  • Environment : Art wise, except some of the textures, the world meshes, and airships, it was created by me.



  • The Green District - The Chronicles Of Spellborn

  • Description : The not-so-Green District, part of the capital city Quarterstone, was been hit by a chemical explosion in the past and has been abandoned ever since - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : I designed about half of what's in the level.
  • Environment : I created the park area in front of the citadel, and the atmosphere, lighting, the sky, and I optimized it all.



  • Citadel Of Ail - The Chronicles Of Spellborn

  • Description : A large citadel in which scholars were housed. The citadel was ruined and abandoned after a chemical explosion that also wrecked much of the surrounding Green District - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : I designed the color pallet and atmosphere.
  • Environment : Art wise, I placed all props, and did the lighting, optimization, and particles.



  • AQ Ormoburu - The Chronicles Of Spellborn

  • Description : A back-in-time level that takes place on the old Quarterstone City area. A large monster is endangering the growing city and has to be lured on to a magical seal to capture it - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
  • Environment : Art wise, except the trees and the torches, it was created entirely by me. Including the sky.



  • Carnyx - The Chronicles Of Spellborn

  • Description : The scariest and darkest world of the game - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
  • Environment : Art wise, except the textures and a few meshes and the bridge, it was created entirely by me. Including the sky.



  • AQ Demon Army Camp - The Chronicles Of Spellborn

  • Description : A back-in-time level that takes place in a very large army camp - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : Floorplan, theme, colors and atmosphere were self designed. Gameplay and architecture by the TCOS team.
  • Environment : Art wise, except the textures and all meshes and constructions, it was created by me. Including the sky.



  • Trial Caves 35 and 50 - The Chronicles Of Spellborn

  • Description : Small indoor levels featuring difficult challenges that the player must overcome to proof he is worthy - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : Concept, floorplan, gameplay and architecture designed by the TCOS team. Atmosphere, lighting, colors and theme by myself.
  • Environment : Placed all the meshes provided to me, and I created the lighting, particles, and atmosphere.



  • Quarterstone City - The Chronicles Of Spellborn

  • Description : The huge capital city of the game. The city is divided into multiple quarters, each divided by a huge chasm. The Oracle is the center of the city - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
  • Design and Concept : Design and concept by the TCOS Team. Lighting and atmosphere styled by myself.
  • Environment : I optimized the city, lighted out parts of it, created the day and night cycles, the sky, and some particles. Everything else by the rest of the team.



  • Miscellaneous - The Chronicles Of Spellborn



  • First Line : The Labyrinth. I clicked the level together with meshes and texture that were provided to me. I also lighted it all out and did all the particle/material effects as well as the optimization.

  • Second Line : The Arenas. I designed the gameplay and floorplans of all five distinctively different arenas and I optimized all of them once they were almost completed.

  • Third Line : The Tomb Of The Ancestors. I clicked the level together according to a given floorplan, continued the previously established lighting style and polished it all up with all kinds of particle and material effects. I also optimized the whole level.






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