
What was mentioned above were the things needed just to get the level to start and to be basically playable from start to finish. Then we add in the new game logic so the level runs, which requires us to put in some of our newer features for Vermintide 2: new pickups, new bosses, patrol route variations, spawners for chaos enemies etc. We started out with just “Horn of Magnus”, to get a measurement of how long things would take and what kind of resources would be needed to accomplish it, so our process went a little bit like this:įirst of all lots of “archeology” work, going back amongst our archived and deleted files, first recovering the level and then digging up all the units and art assets it requires. So how did this all come about? First of all, the idea for it came from you guys, we’ve been seeing a lot of requests to be able to play levels from the first game in Vermintide 2, which we thought was a great idea, but quite a lot has happened during Vermintide 2’s development that outdated the Vermintide 1 levels, so we weren’t really sure how much was missing and how long porting a level would take. I’ve written a few dev blogs before, and it’s nice to get the opportunity to do so again! After announcing our Back To Ubersreik DLC a short while ago I’d like to walk you through the process of how we get a map from Vermintide 1 to 2.

Hi, my name is Daniel Platt and I’m a part of the Level Design team here at Fatshark.
