Brief info on the project

My Role

Technical Director, Programmer, Gameplay Scripter


Unreal Engine 3 (UDK)

Time Frame

3 Months

# of People

1 Concept Artist
2 Texture Artists & Modellers
1 Level Designer
1 Musician

About the Project

A run-down of what the project is
A level design contest submission for Chivalry: Medieval Warfare to design a Team Objective map. On March 3rd, 2014, Torn Banner Studios announced the Fortification Map Contest — a competition awarding over $25,000 in prize money and a chance to have your map added to Chivalry: Medieval Warfare as official game contentOver 45 maps were submitted over the course of the contest’s three months.

Currently, as of writing this post (9th October 2015), the Seaborn map is the 2nd most Highly Rated map from the Fortification Map Contest, and 7th most highly rated Chivalry Map of all time. It has also received 272/273 positive reviews.


Seaborn was created using Chivalry’s level editor which uses Unreal Engine 3 otherwise known as UDK) as its engine. My role in the project was to program and create the gameplay mechanics for the level, using Unreal Engine 3’s visual scripting language Kismet. I had no prior experience with using Kismet or Unreal Engine before this project but was able to quickly get to grips with the process and create some gameplay.

The three main objects and two minor objectives of the level consisted of: the cave, the Elite Town Guard defense, the town, the ship escape and the portcullis end.

Seaborn consisted of the following noteworthy features that were created using Kismet:

  • a dynamic falling bridge to initiate a change of spawns.
  • A special “Elite Town Guard” class created with buffed health, different appearance and weapons on respawn.
  • A ship that is ridden by the attacking team to the end of the level which moves dependent on the number of players sailing it.

The Team

The amazing team that worked with me on this project

Adrian Cathie

Concept Artist

Finn Connolly

Level Editor, Asset Modeler & Texturer

George Hulm

Level Designer

Michael Newbon

Asset Modeler & Texturer

Andy Thompson



Where you can access this project
Download is made available through our Steam Workshop page as well as a link to directly download this from the Workshop. You can subscribe and have the file sorted for you or place the direct download file in %SteamInstallLocation%\steamapps\common\chivalrymedievalwarfare\UDKGame\CookedSDK\__CMWSDKFiles


Screenshots of the project

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Gameplay Programmer and former Technical Artist at Splash Damage and a first class honours graduate at the NCCA, Bournemouth University after studying a BA (Hons) Computer Visualisation & Animation. (now BA (Hons) Computer Animation Technical Arts)

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