Eurocops is a third-person shooter where the player takes a task force of three people through six European countries including France, Germany, the United Kingdom, Spain, Italy and Russia. The team needs to neutralize threads and can choose between six different agencies, such as GSG-9, NOCS, Team Alfa and the SAS. The player can only control one team member at a time, but issue general commands to the other two members such as "follow" or "hold". At any time, it is possible to directly take control of any of the other team members. This is useful as every agent has access to different weaponry, but the game also encourages the player to place agents in tactical positions to provide cover fire when entering new areas.
Missions consist of securing objectives and taking out the opposition. Weapons, ammo or health do not need to be collected. Each agent has a number of different weapons and can switch between them. These include handguns, shotguns, machine guns and sniper rifles. There is a zoom option, a melee attack and the agents can duck or prone when the situation requires it. A mini-map in the top right corner keeps track of enemy opposition and the location of objectives. Next to the singleplayer campaign mode, each unlocked mission becomes available in a cooperative multiplayer mode where each agent can be controlled by a different player.
No code support, a handful of artists and designers and little more than nine months were the ingredients to release this game-project. Eurocops ( Counter Terror in Germany, Austria and Switzerland) was conceived as an incubator project; acquitting new talent to project cycles and hands-on game development before deploying them on our main projects.
Having only just finished pre-production on Alpha Blazk Zero II I had enough experience on project cycles to lead the team and as people moved onto Eurocops those with exceptional talent quickly moved onto the sister project The Chronicles of Spellborn.
Despite not having any code support and having to rely on existing technologies developed for Alpha Black Zero Eurocops released on time in 2005 and found a publisher.
England Map
England Ingame screenshots
In game screenshot of the Engalnd Level showing post processing and colour correction.
Italy level and gameplay design
An underground Bunker Complex with several indoor arena's and tight corners. Plenty of opportunity to outflank enemy positions. The bunkers are modular in design with most of the underground structure designed, textured and modeled by me.
I implemented the level layout, game-design, light authoring, atmospherics, sky box, smaller 3d object modeling, textures, cinematics and bsp (pathfinding and visibility culling). Added all enemy locations and patrols plus scripting and implementation of gameplay, objectives and tutorials.
Italy Map
Italy Ingame screenshots
In game screenshot of the Italy Level showing post processing and colour correction.
Italy level and gameplay design
A linear level with several open fighting arena's. The city was created from modular set-pieces created by Bert Jan de Weerd and Damien van Diggele.
My contributions include full level layout, game-design, light authoring, atmospherics, sky box, smaller 3d object modeling, textures, cinematics and bsp (pathfinding and visibility culling). Added all enemy locations and patrols plus scripting and implementation of gameplay, objectives and tutorials.