Karel Mořický » Projects

Bohemia Interactive Projects

Arma 3

"Project Splendid", 2012

Arma 3

The first time I'm not making any missions and can focus solely on technical foundations, which stands overlooked since original Flashpoint release. Be it in-game user interface, keyboard controls or radio protocol, nothing escapes my attention. It's time to push Arma to the new decade.

Apart from tinkering with the game itself, I'm continuing to provide valued expertise, proper documentation and improved pipelines for the rest of the team.

Take On Helicopters

"Project Awesome", 2011

Take On Helicopters

Talk about experiments. After decade-long experience in creating realistic military games, we decided to leave the fighting behind and develop a civilian helicopter game. Taking a lead in technical design, I focused on maintaining unified structure, optimizing working procedures and coding some widely used systems. Among all this, I still found some time to include numerous easter-eggs.

I still view Take On as the smoothest and best organized project I've been part of. If there was crunch time, it was self-imposed and caused not by some unfinished feature, but more likely by details which had potential make the core game even greater.

Arma 2: Private Military Company

2010

Arma 2: Private Military Company

DLC we developed in about 7 weeks with limited assets, yet offering fair amount of playable content. I was alone to prototype, design and polish all missions, while co-directing engine and art progress. Although the result is not completely as I imagined it, it served as a perfect learning experience for downscaled Mníšek team and it still contains some scenarios I'm really proud of (like Elimination mission where players are forced to form a sniper-spotter team in order to get rid of enemy armor by .50 cal anti-materiel rifle).

Arma 2: Army of the Czech Republic

2010

Arma 2: Army of the Czech Republic

Czech Army addon presented a great opportunity for exploring less traditional non-combat missions. After all, our fairly small army does much more than just engaging in foreign military operations.

I brought to life scenarios involving provincial reconstruction team protection, dog handling during war criminal pursuit or evacuation of flooded Czech village. It's worth mentioning the region where I grew up was hit by flash floods during DLC development, something that didn't happen there for decades.

Arma 2: Operation Arrowhead

2009-2010

Arma 2: Operation Arrowhead

Apart from making some non-campaign scenarios, I spent most time focused on scripted systems. Unmanned Little Bird (ULB) able to guide the missile from gunship kilometres away and enhanced civilian populator were surely attractive features, but nothing can match dynamic town generator capable of constructing randomized villages from scratch.

Arma 2: Eagle Wing

2009

Arma 2: Eagle Wing

My magnum opus in Real Virtuality engine. While promoted as a helicopter mission showcasing AH-64 Apache, whole flying part serves only as a playable intro and story eventually evolves into something completely different. Let's just say you'll get the chance to test your survival skills in the environment where every bullet counts.

I originally worked on it in my free time during Operation Arrowhead development, main motivation being using RAH-66 Comanche addon one last time. After positive feedback within company, the campaign was later turned official and released as part of 1.05 patch, although it meant sacrificing my favorite helicopter. Comanche version is still available as a Director's Cut.

Unofficial EW web (includes Director's Cut)
Official EW web

Arma 2

"Project Excellent", 2007-2009

Arma 2

The biggest, longest and most ambitious project I've been part of. Constantly switching between external work and living straight in Mníšek HQ, it surprises me I was able to finish any work at all. Nevertheless, these wild times gave birth to some complex systems like ALICE (ambient Life in Civilian Environment), SILVIE (System for Including Land Vehicles Into Environment) or ZORA (Zone Restriction Assistant). I remember spending uhealthy amount of time putting together those abbrevations.

Arma

"Project Fabulous", 2006-2007

Arma

Joining Bohemia Interactive a only after Arma: Armed Assault was out in Czech Republic, I didn't have an opportunity to work on the original game. However, I created two additional scenarios for European and US releases - ambitious large scale operation Blood, Sweat and Tears and smaller, but more elegant Devil's Cross showcasing newly introduced A-10 Thunderbolt II.