|Title|| Level designer|
Marc Schröder first got introduced to the world of video games with Pong in the late 70s and he picked up programming in the 80s on the Commodore 64. His first attempt at game design was in 1999 with the level editor of the game Re-Volt.
Schröder picked up level design for Half-Life in mid 2000 and released his first map in August of that year. At around this time, he was also looking for a topic for his diploma thesis and he decided to go for game design which is how the idea for his mod Poke646 was born.
When Gearbox Software was developing Counter-Strike: Condition Zero, Stephen Palmer discovered the website of the Poke646 mod and offered Schröder a job on the Condition Zero development team. Despite not really liking Counter-Strike and having limited knowledge of the game, Schröder accepted the position and started working on the game in July 2001. He designed a total of two maps for their version of the game and also worked as a texture artist for some maps.
Following his involvement with Condition Zero, he also designed a few maps for James Bond 007: Nightfire at Gearbox Software. After his job at Gearbox, Schröder resumed working on the Poke646 mod and its sequel Poke646: Vendetta. He also indirectly worked on Underworld: Bloodline for Black Widow Games by licensing textures he had created for Poke646.
In 2003 he launched his own company Mindmotor.Studios.
List of maps
|Dahab||(cut)||Level designer, texture artist||2002|
|Vostok||Level designer, texture artist||2002|
- ↑ BLACK WIDOW GAMES - Team
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Editing Forum of thewall.de - [Biografie] Gute Brushes, schlechte Brushes...
- ↑ AUDION INDUSTRIES | Readme.txt
- ↑ 4.0 4.1 4.2 HomeLan Fed : Exclusives : Poke646 Interview. Archived from the original on 2002-05-08.
- ↑ Editing Forum of thewall.de - Term goes Counterstrike
- ↑ CS-Nation - comments - interview: cz 1.2