MaverickFM
Pathfinder Games

What attracted you to Traction Wars?
“Like everyone else on the team, I had an interest in WWII and video games. I started designing custom levels in Call of Duty 4 where I learnt the core fundamentals of multiplayer level design, but the majority of my game time was spent playing Resistance & Liberation, Darkest Hour and Forgotten Hope 2.
These mods are such a huge source of innovation and creativity, and the only way we’ll see something like that again is if indie teams like ourselves build the games we want to play. I was searching for a position in a team where I could scratch my design itch, and after seeing how organised and motivated the Traction Wars team was I couldn’t say no. And here I still am, over a year and a half later!”
These mods are such a huge source of innovation and creativity, and the only way we’ll see something like that again is if indie teams like ourselves build the games we want to play. I was searching for a position in a team where I could scratch my design itch, and after seeing how organised and motivated the Traction Wars team was I couldn’t say no. And here I still am, over a year and a half later!”
What does your role involve and how much work is required?
“Right now as a Level Designer my role is to take ownership of Pegasus Bridge and Merville Battery and drive the levels to Alpha completion. I’m currently acting as the Lead whilst Maniche is studying abroad, so there are more responsibilities to ensure the levels are ready for consistent playtesting.
Thankfully we have an amazing team who can ease some of that pressure. Guillaume, our new Technical & Lighting Artist, has made some considerable improvements to the game within a short period. For example, we’re currently replacing our old grass with the new merged mesh system and it looks and performs amazing!”
What has been your biggest learning curve so far?
“I think it’s a combination of things. Game development is hard iterative work, particularly when you’re building a game from the ground up… in your spare time! I’d say for most teams that’s a non-starter already, but we have some fantastic dedicated individuals who really drive the game forward.
I would say the hardest thing is focusing on your levels for long periods of time whilst remaining critical of it at every stage. I’m jealous of our Artists who get to work on different assets every other week!”
If you had more time to spare would you like to get involved with other aspects of TW?
"If I had more time to spare I would love to work on making our levels more interactive, and getting involved with player and weapon design."
If you had more time to spare would you like to get involved with other aspects of TW?
"If I had more time to spare I would love to work on making our levels more interactive, and getting involved with player and weapon design."
What's your favourite TW moment so far?
“Hearing the screams of terror during testing when someone in the team discovers my giant exploding gnomes when they least expect it. Be very afraid.”
Can you give us any sneak previews?
“Well I suppose just a few would be okay..”



Favourite Flavour of Skittle?






Favourite Flavour of Skittle?
“I'm not a fan of skittles but my favourite cookie is shortbread with chunky Belgian chocolate chips.”
Recruitment Spotlight
C++ PROGRAMMER
Programmers work as a team at the heart of the game development. The individual role of programmers varies from the core game mechanics to more discrete but nonetheless essential back-end services. Experience in C++ is essential but not necessarily in CRYENGINE. If you would be interested in joining our Coding Department and applying your programming experience to Traction Wars then you can find out more details and apply to join the team on our recruitment page.
We will be back in two weeks time with another update but in the meantime you can find us on social media from the links below!
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