

Carl Rutter
Lead Level Designer
Elsenborn Ridge
In the trailer below, I was responsible for writing the script for the voiceover actor. I had to break down the choices behind the map, the descriptions of selected Capture Points, and a brief overview of the campaign history. Utilising the research knowledge I had gained about the battle during map development.
Here are just a few of the areas that I was responsible for blocking out for Elsenborn Ridge:

Initial Blockout
End result

Responsibilities include:
- Managing and maintaining integrity of the player and vehicle spawns
- Providing immediate cover for when the player spawns in
- Blocking off direct sightlines to discourage against enemy spawn camping
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Initial Blockout
End Result
U.S. HQ #03





Capture Point - "U.S. Camp"
- The U.S. Camp Capture point was a key component in telling the story of Elsenborn Ridge through gameplay, about how the U.S. Forces were forced back onto the ridge during the '44 Ardennes campaign
- The Capture Point features a gradual elevation for players to use to their advantage in a natural way, several trench networks that they would build to 'dig in' against enemy forces, and several large enterable tents which were used as either logistical centres, or makeshift medical facilities.
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Capture Point - "Jensit Pillboxes"
-​ The Jensit Pillboxes Capture Point features a steep hill that the U.S. utilised to control the main road in and out of Jensit. The pillboxes are temporary structures made from wood and are used to provide devastating ambush opportunities by concealing themselves within the dense forestry surrounding them. It also serves as a staging area for assault forces to move down the map into the German controlled Checkpoint.
- The Capture Point also features a gradual elevation for players to use to their advantage in a natural way, with treelines to hug, foliage to weave in and out of, and steep inclines to hide behind while they do their best to clear out the well guarded pillboxes
- The space also offers good vantage points for tanks to rain heavy firepower from afar, rendering them super deadly at range






Transitional Areas
- As with Mortain, in addition to some of the Capture Points, I was also responsible for blocking out some of the Transitional Areas
- A Transitional Area is defined as a space that links up the Capture Points and allows players to move through the map using any method and path that they choose
- For the Transitional Areas in particular it was important to adhere to the three key pillars of map design that we use:
Meaningfulness, Recognisable, Believable.
- The thoughts process behind the Transitional Areas were to block out spaces that:
Meaningfulness: In addition to having sufficient cover etc had meaning behind them, and were areas that weren't just empty spaces, or were blocked out for the sake of it.
Recognisable: Spaces that were instantly recognisable to the player once they had established that familiarity, without relying on their in-game map they should be able to orient themselves to the direction that they need to travel
Believable: The space needs to make sense, if it is a rural Transitional Area then it should include more natural paths and focal points without reliance on man-made structures, for example.
Capture Point - "Checkpoint"
- The Checkpoint Capture Point is that of a German themed Checkpoint that was often featured in WW2 to control the roads in and out of regions. This particular Checkpoint was key to controlling the main road in and out of Wirtzfeld, so the German Forces put extra emphasis on protecting it by using the nearby barn and protected hillside for storage and supplies.
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- The Capture Point offers some wide off-shoot paths for infantry and vehicles who want to try flanking maneuverers off of the beaten path
- In addition to wide open forest spaces, inside the central hard cap features a lot of storage and cover options for that close-quarters combat
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Key Learnings
This map had a few key learnings for me:
- First Hell Let Loose Map I was the lead level designer on
- The first Hell Let Loose map that I led research on from concept to completion
- First time blocking out a large rural map
- A relishing challenge of creating a map that was interesting without relying on buildings to the nature of the location we had picked (Buildings are incredibly scarce)
- The completion of this map led me to being promoted to Senior Level Designer where I would go on to begin harnessing my leadership skills by being responsible for a small team of level designers on future Hell Let Loose maps
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End Result
