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JOCHUM SKOGLUND
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BIONIC COMMANDO
Developer: GRIN
Publisher: CAPCOM
Platforms: 360 PS3 PC
Position: SENIOR LEVEL DESIGNER

Worked on plenty of the singleplayer levels, mission design, art passing and optimizing. Also had a great part of the multiplayer development as a whole, working with all levels to some extent and designing many of them from scratch, took a part of MP game design too.

  
  
  


TERMINATOR SALVATION
Developer: GRIN
Publisher: HALCYON
Platforms: 360 PS3 PC
Position: CINEMATICS ARTIST

Worked with art passing levels, setting up camera angles, triggering animations and scripting, all within the game engine - to produce ingame cut scenes.

  


GHOST RECON ADVANCED WARFIGHTER 2
Developer: GRIN
Publisher: UBISoft
Platform: PC
Position: LEVEL DESIGNER

Developed two of ten singleplayer levels from scatch, layout and art passing. Created one multiplayer level for patch 1.05.

  
  


BATTLEFIELD 2142
Developer: GRIN
Publisher: Electronic Arts
Platform: PC
Position: ENVIRONMENTAL ARTIST

Work consisted of art passing levels, creating textures and placing decorative props. Worked together with a level designer, whos task was to create the game play layout.

  


© Forever, Jochum skoglund. Site design by the same.


CRESCENT (FINAL)
Game: QUAKE III ARENA
Info: PERSIAN THEMED TOURNEY
D/L: 9MB

  
  


INDUSTRIAL (BETA)
Game: QUAKE III ARENA
Info: INDUSTRIAL THEMED TOURNEY AND TDM
D/L: 40MB

  
  
  


HISTORY (BETA)
Game: QUAKE III ARENA
Info: GREEK THEMED FFA AND TDM
D/L: 30MB

  


VELVET EAST (BETA)
Game: COUNTER STRIKE SOURCE
Info: INDUSTRIAL THEMED BOMB DEFUSE
D/L: 15MB