Dawn of War: Winter Assault
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I had re-applied to work at Relic after my stint at EA as a tester and I got hired to work on Winter Assault. Little did I know that this title would be the first of a few Dawn of War franchise games that I have worked on over the span of my career. Winter Assault was the first expansion for the excellent Dawn of War. Its two campaigns were organized according to the forces of Order (Imperial Guard, and Eldar) and Disorder (Orks and Chaos).
At this point in time in my life, I was a rabid fan of painting Warhammer: 40K miniatures so I was over the moon at being able to work on something from 40K. Here, I cut my teeth working on my first levels (as opposed to just gameplay elements, testing, or production work).
My responsibilities on Winter Assault would be a portent of things to come working for Relic. I was responsible for a couple of single player levels at this point, and did my very first paper designs, LUA scripts, and my first steps into World Builder use (building off what I remembered from my time doing technical writing on Impossible Creatures). I even got to try my hand at doing some of the cinematics in the game for my missions and they came out great.
My biggest achievement while working on this game was my work getting awarded Gamespy’s 2005 Level of the Year!
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Order Campaign
Between a Stone and an Axe (Eldar), Titan of the Emperor (Imperial)
Disorder Campaign
Gather the Clans (Orks)
Selected Missions
Game Data |
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---|---|
Platform | Windows |
Released | 2005 |
Developer |
Relic Entertainment |
Publisher |
THQ |
Genre |
Real Time Strategy |
Metacritic | 85 |
My Role |
Mission/Level Designer |
Titan of The Emperor (Imperial End Mission)
Gamespy’s 2005 Level of the Year
This was the Order campaign’s Imperial version of the final mission (the Eldar had their own version that was separate from this one) and it was such a fun mission to work on.
Originally the Titan was merely going to be a backdrop for the final mission where the forces of Order had to make a valiant stand against Disorder (but with a surprise twist to be revealed later in the level!). However, I was of the belief that it would be more compelling if the player actually got a chance to use some heavy Imperial hardware against their enemies. Although it was technically unfeasible to control and animate a Titan that was literally part of the terrain, I thought of a cool yet practical compromise - the player could power up and control some of the Titan’s defensive cannons. In the lore, these were still horrifically destructive weapons that would more than a match for the Necrons (the twist!) we planned to send at the player.
It did not have a particularly complex set of objectives to follow to achieve this goal, but it provided some elements I had remixed and reused for later missions in my career. First, the player had to secure strategic points and then start to build generators while being attacked by the forces of Disorder. Then, once the Titan cannons are powered up, the Necrons will make a their surprise appearance and start their inexorable march towards you with their super tough Monoliths anchoring their attacks. The Titan cannons are overkill against typical Necron units but are absolutely essential in destroying the Necron Monoliths, which are normally almost indestructible when shot at by conventional weapons. Being able to control the Titan guns, the guns firing, the massive explosions from the hits on the Monoliths (and their subsequent destruction animations), all culminated in a glorious spectacle of death and destruction that probably contributed to Gamespy’s declaration that this level was their “Level of the Year” as part of their 2005 awards. Although the article itself has long disappeared, the Internet Archives has the article saved here.
“Kudos to Relic Entertainment, who managed to turn the final mission of Winter Assault's single-player campaign into a uniquely fun and fresh strategic challenge.”
-Gamespy
Gather The Clans
The Orks are probably one of my favourite factions in 40K (after the Imperium, of course), so I relished the chance to make a memorable mission that played up their eccentricities. They are a sheer force of nature when they are organized under a cunning and intelligent leader - especially one whose ambition is guided by a brutish logic that is one step above simply, “kill”. Gorgutz is one such leader, and it’s been fun to watch his character evolve and gain power over the course of the Dawn of War franchise. The twist with him is that he definitely gains power, but is unaware that is usually the side effect of his singularly focused efforts at obtaining whatever object his kleptomaniacal obsession desires (he fought an Inquisitor in DoW2: Retribution over a hat, after all!). Thus, looking back, I am proud to have written part of his origin story. I think I did a good job in letting the personality of the Orks shine, playing up their special brand of brutal, thuggish humour.
Gorgutz wants more power, so he reasons that by destroying the Waaagh Banners that each of the 5 Ork clans in the mission unite around, they will lose their faith and will then rally around the next strongest Ork presence (him!). He also knows that he must have all the clans united in order to be able to defeat the true enemy in this level - Chaos, who have set up a base in the area as well.
Each of the Ork clans on the map encompasses a part of the Ork tech tree - with the first banner that Gorgutz destroys giving him the basic HQ and troop production buildings. As this mission is the first mission and also the very first time the Orks are presented in Dawn of War, the intention was for the player to gradually see and unlock parts of the Ork tech tech tree as they progressed through the map and allowing them to experiment in a combat environment that is heavily in their favour. This specific phase of the map ends on an assault on the final Ork clan that controls the most powerful Ork units in the game (the Footstompas who breed the Squiggoths). The twist here is that the player now has to destroy some generators to open the gate to allow the Orks to bust through. Doing so kills the clan’s original leader in the ensuing chaos when the Squiggoths break free and rampage through the base. Now, the player has to free an imprisoned “Mad Dok” who can tame the Squiggoths by moving him up to them.
Once this is done, the player can now destroy the Chaos base at their leisure, experimenting with the Orks as they please for they now have access to the entire Ork tech tree, and all the surviving Orks on the map!