Peter Vesti Frendrup
Level Design Portfolio
Levels I worked on as a...
Set in Antarctica this is the largest level in Battlefield 2042.
Breakaway
Battlefield 2042 (2021)
Multiplayer
DESIGN
Thomas Ulfstrom
Jon Walmsley
ART
Petter Skold
John Troive
David Holland
Joel Zakrisson
Set in Qatar, this modern city has been taken over by sand.
Hourglass
Battlefield 2042 (2021)
Multiplayer
DESIGN
Edvin Eriksson
Ian Walker
ART
Michael Anderson
Set in Alang, India this map features a graveyard of old ships.
Discarded
Battlefield 2042 (2021)
Multiplayer
DESIGN
Julien Petotte
Gabriel Sanchez
ART
Wille Wintertidh
Anton Ek
Daniel Bengtsson
Sofie Palen
A modern Korean city.
Kaleidoscope
Battlefield 2042 (2021)
Multiplayer
DESIGN
Julien Petotte
Gabriel Sanchez
ART
David Holland
Lenz Monath
Daniel Cambrand
Set in Egypt, this level has a wall separating a desert from a modern green agricultural area.
Renewal
Battlefield 2042 (2021)
Multiplayer
DESIGN
Kalle Nystrom
Josh Mallett
ART
Sofia Jakobsson
Pierre Autissier
Set in a rocket launch facility in South Africa.
Orbital
Battlefield 2042 (2021)
Multiplayer
DESIGN
Kalle Nystrom
Josh Mallett
ART
Pontus Petridis
A huge automated container terminal set in Singapore.
Manifest
Battlefield 2042 (2021)
Multiplayer
DESIGN
Edvin Eriksson
Ian Walker
ART
Johan Jeansson
Billy Hallden
George O'Keefe
This map depicts the Battle of Geonosis during the Clone Wars. It is designed for Galactic Assault and has the unique feature of having air-dropped AT-TEs in the final phase that also function as the win condition. A lot of focus was put on the ambiance and atmosphere of this epic battle.
Geonosis
Star Wars Battlefront II (2018)
Multiplayer
DESIGN
Peter Vesti Frendrup
ART
Pontus Ryman
Brad Dixon
VFX
Anders Egleus
This level was specifically designed for the game mode Extraction. It was released alongside the Han Solo movie.
Kessel
Star Wars Battlefront II (2018)
Multiplayer
DESIGN
Peter Vesti Frendrup
ART
Michael Anderson
Helena Olkiewicz
VFX
Anders Egleus
The first level released post launch for Battlefront II to coincide with the release of The Last Jedi.
Crait
Star Wars Battlefront II (2017)
Multiplayer
DESIGN
Peter Vesti Frendrup
ART
Johan Jeansson
Anton Ek
Mikael Andersson
Vilhelm Flohr
This was my first level on the Battlefront franchise. It features a relatively unique design for Galactic Assault where one team does not start with the AT-AT. Instead it is captured during the first sector.
Endor
Star Wars Battlefront II (2017)
Multiplayer
DESIGN
Peter Vesti Frendrup
ART
David Holland
Daniel Rocque-Bengtsson
LIGHTING
Ulf Lundgren
The concept for this map was to create a big tank battle in Operations. However I wanted to intertwine infantry areas which is very obvious in Conquest. This was one of four maps in the first DLC for Battlefield 1 called "They Shall Not Pass".
Soissons
Battlefield 1 (2017)
Multiplayer
DESIGN
Peter Vesti Frendrup
ART
Jonas Mattsson
Pawel Nowak
Sokol Mehmeti
LIGHTING
Sofie Trigo Wagner
While I was lead for the entire singleplayer campaign, I worked hands-on for the last 3 months of production on this level after the level designer left the company.
This map depicts the ultimate "behind enemy lines" trench experience.
Fall from Grace
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Stephen Douglass
Peter Vesti Frendrup
ART
Pawel Nowak
Sofia Jakobsson
Billy Hallden
Saniel Sundberg
This is the first level of the 'Through Mud and Blood' war story and it features a tank assault in a Mark V tank.
Over the Top
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Mikael Englund
ART
Jonas Mattsson
This is a stealth focused mission where the player needs to escort a tank through a foggy forest.
Fog of War
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Fredrik Englund
Ludvig Kingfors
ART
Kjell Emanuelsson
Pierre Autissier
The player must infiltrate and extract spark plugs to get their tank started again. Night time map with heavy focus on stealth.
Breakdown
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Stephen Douglass
ART
David Holland
Sofia Jakobsson
This final level of the 'Through Mud and Blood' war story focuses on tank vs tank gameplay.
Steel on Steel
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Matthias Wagner
ART
David Holland
Sofia Jakobsson
This level is the first in the "Friends in High Places" war story. It primarily serves as an introduction to the flight controls and introduces the two main characters.
Test Flight
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Tobias Ekholm
This level is an all out attack on an enemy fortress. It involves taking out AA guns, Dogfigting and escorting friendly bombers.
Total War
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Tobias Ekholm
ART
David Holland
This is the final level of the "Friends in High Places" war story and it's an epic fight against Zeppelin's over the city of London. It also involves a section aboard an enemy Zeppelin.
Forte et Fidele
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Stephen Douglass
VFX
Andreas Glaad
This is the first level of the "Nothing is Written" war story. It features a stealth setup in the desert and also serves as an introduction to new stealth mechanics.
Hidden in Plain Sight
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Mikael Englund
This level is one of the most open of all the warstory missions. The player must perform various objectives across the entire map but can do it in any order.
Young Men's Work
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
David Lundvall
Lukas van Daele
ART
Pierre Autissier
This is the final level of the "Nothing is Written" war story. It features the final showdown and a "boss fight" against an armored train.
Hear the Desert
Battlefield 1 (2016)
Singleplayer Campaign
DESIGN
Tobias Ekholm
This level is about reaching a Yak Farm before the enemy and then defending it.
Yak Farm
Far Cry 4 (2014)
Singleplayer
DESIGN
Zhao Yi Lai
This level takes the player to the highest peaks of the Himalaya's where the air is so thin that oxygen flasks are required to survive.
The Syringe
Far Cry 4 (2014)
Singleplayer
DESIGN
Ivan Marguin
This level is about infiltrating a mining facility to steal a famous Blood Ruby. It combines stealth infiltration with a classic action-movie guns blazing escape sequence.
The Blood Ruby
Far Cry 4 (2014)
Singleplayer
DESIGN
Wen Yu Hui
This level is the first of three missions in Hurk's Redemption. It takes the player through a glacier in order to locate a hidden Monkey Statue before the enemy.
Speak no Evil
Far Cry 4 (2014)
Singleplayer
DESIGN
Guo Jun Bin
Zhiang Jing Zhi
ART
Tan Xiao Ming
This level is a part of the main campaign and is known for its epic wing suit section.
Death from Above
Far Cry 4 (2014)
Singleplayer Campaign
DESIGN
Dong Xin
In this mission the player is sent out to locate diamonds for Longinus - in the cold Himalaya's. The player has a tracking device to locate the diamonds...
Sermon on the Mount
Far Cry 4 (2014)
Singleplayer Campaign
DESIGN
Zhu Jia Min
In this level the player must locate a key lieutenant and take him out. I think it's Far Cry 4's longest mission and all of it in one location. A pretty elaborate level.
Kill or be Killed
Far Cry 4 (2014)
Singleplayer Campaign
DESIGN
Guo Jun Bin
Zhang Jia Wei
ART
Dai Qiao Long
Ding Yong
This was my main level for this project.
Missile Plant
Splinter Cell: Blacklist (2013)
Coop Campaign
DESIGN
Peter Vesti Frendrup
ART
Li Ming
Wu Xiang Hui
LIGHTING
Yan Feng Liu
I wasn't on this level from the beginning, but took over the last part of it (after the dual zip line) and redesigned it extensively.
The key part is a section where one player covers the other with a UAV drone before they switch.
Smuggler's Compound
Splinter Cell: Blacklist (2013)
Coop Campaign
DESIGN
Xia Wei
Peter Vesti Frendrup
This level was my first large multiplayer level and has very distinct areas. Looking back at it, I think this map holds up pretty well from a design point of view.
Peak
Goldeneye 007: Reloaded (2011)
Multiplayer
DESIGN
Peter Vesti Frendrup
This was one of the first multiplayer levels I designed. Most of the assets are from the singleplayer Solar level, but this level is specifically designed for multiplayer.
Solar
Goldeneye 007: Reloaded (2011)
Multiplayer
DESIGN
Peter Vesti Frendrup
This level is a reimagination of the Jungle level from the N64 GoldenEye game. I incorporated pretty much every feature of the original but with a lot added gameplay and spin on them. Extremely pleased with this level.
Jungle
GoldenEye 007 (2010)
Singleplayer Campaign
DESIGN
Peter Vesti Frendrup
ART
Lee Ames
Matt Mariott
This was my main level and my main focus was to connect it to the other Dead Space lore, most notably the first game but also the comic.
Emergency Care
Dead Space: Extraction (2009)
Singleplayer Campaign
DESIGN
Peter Vesti Frendrup
This is the last level of the game and is a big final action beat of the game. All the different types of enemies in a last-stand type final mission.
Secrets and Salvation
Dead Space: Extraction (2009)
Singleplayer Campaign
DESIGN
Peter Vesti Frendrup
This level had a lot of focus on stealth. I worked with out programmers to get distractions working. The first half is a stealth puzzle where the player can utilize these distractions to lure enemies away and deal with them one by one.
The second part of the mission is an all out firefight after Bond gets spotted.
Opera
Quantum of Solace (2008)
Singleplayer Campaign
DESIGN
Peter Vesti Frendrup
ART
Andrew Bee
This level was the first one I ever worked on in a professional capacity. It's a pretty elaborate infiltrate mission with a boss fight at the end. The boss fight itself was designed and scripted by a colleague.
Barge
Quantum of Solace (2008)
Singleplayer Campaign
DESIGN
Peter Vesti Frendrup
Dan Peake