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.


Personal Projects

Mission Editing Competition 2004 Finalists

2014

Mission Editing Competition 2004

Make Arma, Not War is not the first editing competition Bohemia Interactive ever organized. In 2004, when Operation Flashpoint was still alive and kicking, modding community got their first chance to prove their skills and compete for various rewards, including t-shorts, signed copies and the main prize - VBS1 with all addons, worth several thousands of dollars.

Winners were selected both by public vote and by professional jury, but authors were kept anonymous to prevent any bias. Ten best scenarios were published after the competition was over, but trying to find them now, decade later, is almost impossible. I recently discovered them on my drive, so with official web gone and addon links dead, I decided to release them for everyone else to play.

Armaverse Timeline

2010-now

Armaverse Timeline

When putting together story of semi-connected Army of The Czech Republic and Private Military Company DLCs, I found myself in need of some visualized timeline enabling me to see the big picture. Using internal wiki as a tool, I later expanded it to accomodate events of all other Bohemia Interactive's games and published the result on community wiki. I still continue to expand it with info about freshly released projects or with hints about upcoming ones.

Debug Console 2

2009

Debug Console

Useful editing console, must have for every community designer. This is the most basic and minimalistic version, inspired by similar console in Flashpoint's FDF Mod.

Download debug console for Arma [3 kB]
Download debug console for Arma 2 [5 kB]

Fair Play

2006

Fair Play

It took only a week to put together this short winning video for OFPEC, theme being "Armed Assault". Create whatever you imagine when somebody says these words and make sure the result is under 5 minutes.

Avoiding large scale combat and hard-rock music favored by other competitors, I went for minimalistic story about small resistance squad fighting enemy armored carrier in the middle of a desert. Inspiration by Metal Gear Solid cutscenes is definitely not a coinsidence.

YouTube
Download [2 MB]

Snapshot

2006

Snapshot

Slightly experimental mission for CSLA mod, created within one week. Relive the tension of the cold war in a role of western spy and infiltrate the secret Czech base with the objective of taking photos of a new Soviet submarine.

The mission is direct homage to Metal Gear Solid 3, including cardboard boxes, exclamation marks above enemies, debriefing score and silly sixties style. You can find it in CSLA 2.2.

TOP1 - Tactical OPeration 1

2006

TOP1

TOP1, or Tactical OPeration 1, is scripted system inspired by military simulator Virtual Battlespace 1 and by rumors about then unreleased Arma: Armed Assault. Player is given choice to tweak mission params like daytime, weather, but also role (e.g. downed pilot or leader of rescue team) and specific difficulty. Once mission is running, its whole progress is recorded and can be later reviewed in simple AAR (After Action Review) module, although only on map.

As far I know, nobody was able to successfully recreate mission recording in any of the following games, leaving TOP1 with unique position in this area.

When The World Ends

2005

WTWE

My greatest achievement in Operation Flashpoint, developed for almost one year. Inspired by Tom Clancy's novel, player is a pilot of prototype US helicopter RAH-66 Comanche sent behind enemy lines to support undercover CIA operation. Nothing goes as planned and when world stands on the brink of world war, its only him who can prevent the global conflict and find out who is behind whole conspiration.

The mission, the pinnacle of what OFP is capable when comes to story-telling techniques, received many full makrs and is often mentioned in lists of the best community creations. However, it was also widely criticized for its experimental nature where bounderies of the game are pushed to the limit where original military core vanishes completely.

Spin-off story called World End Tale showing the same incident from a different point of view was released a year afterwards. Sadly, it's not fully localized to English and experience might not be complete.