Filip Coulianos

HyperSpace : Pirates of Atira (2019)

HyperSpace : Pirates of Atira is a first person coop multiplayer game where the players take the roles as crew of a space ship. You and your friends will be taking different roles flying the ship, firefighting, directing energy flows, optimizing engines, manning turrets and exploring derelict shipwrecks on foot while encountering a plethora of enemy AIs and challenging puzzles.

The game is developed by me, Filip Coulianos, a professional game developer living in Stockholm / Sweden who has been working on this project for many many years as a hobby aside from work. The first question I usually get asked is if I really make everything myself and the answer is YES! Im doing everything including programming, art, and design. To me, HyperSpace : Pirates of Atira is the blend between everything that I really like; Star Wars, Mass Effect, Homeworld and Half-life and its a great tool for me to push myself professionally and learn more about the other diciplines at work.

>> Click here to visit the official HyperSpace : Pirates of Atira Website


A Way Out (2018)

A Way Out is an action-adventure game developed by Hazelight Studios and published by Electronic Arts under their EA Originals program. The game is only played in either online or local split screen co-op between two players with no single player mode. The game was released for Microsoft Windows, PlayStation 4 and Xbox One, in both physical and digital format.

As the lead level designer I was leading and working with the level design team to make all the levels in the game. Apart from that I was more deeply involved in the creation of the prison layout, as well as the gas station level, the construction site as well as the firefights in Harvey's mansion. I was involved from the very first idea pitched by our game director Josef Fares, to starting the studio Hazelight, to the finishing up and final polish of the game.

>> Click here to visit the offical promotional site of A Way Out



In The Wake Of The HomeWorld (2018)

In The Wake Of The HomeWorld is my entry to an art competition named "NeonChallenge" hosted by Unity. Participants got 40 days to develop an art scene from scratch using Unity and then creating a video of it. My entry reached to the top 8 out of 460 participants and was the first art entry to any competition I've ever done.

The entries was judged based on creativity, visual quality and how Unity was used to achieve the end result. The entry was made solely by me including art, lighting, textures and shaders as well as implementation. The only exception is the characters seen in the videos. Theese where downloaded from Unity's asset store and only textures where tweaked to better fit the rest of the scene.

>> Click here to read the post mortem

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Mirrors Edge Catalyst (2016)

Mirrors Edge Catalyst is a fully fledged AAA title for Xbox-One, Playstation 4 and PC. Its plot hinges on a slight rewrite to the background story and overall premise of 2008's Mirror's Edge and focuses on protagonist Faith Connors' origin. The game is open world and builds upon the famous gampelay mechanics of the original Mirrors Edge

Credited as Additional Level Designer I designed and built many concepts for both missions and the open world area in the first 1,5 years of the project. Most notably I worked on the design behind the Prisoner X mission in the game.

>> Click here to go to the official Mirrors Edge Catalyst promotional website


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Brothers: A Tale of Two Sons (2013)

Brothers: A Tale of Two Sons is a critically acclaimed downloadable title for the XBOX 360, PS3 and PC powered by Unreal Engine developed by Starbreeze and published by 505 games.

Credited as lead level designer I designed and built the layouts for most of the levels and was following the product from the very first idea to the final polish and release of the game. Aside from level design I was also doing most of the scripting, including the more heavy duty stuff, such as checkpoint logic and level streaming.

>> Click here to go to the official Brothers: A tale of two sons promotional website


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Syndicate (2012)

Syndicate is a fully fledged AAA title for XBOX 360, PS3 and PC using the BSP based Starbreeze Engine developed by Starbreeze and published by EA.

I contributed with the level "Escape from Los Angeles", internally dubbed "the railshooter". I was responsible for level design and level beautification and worked with the level from start until right before final polish, where the rest of the work was finalized by other dedicated members of the Syndicate team.

>> Click here to go to the official Syndicate promotional website


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Heist (2012)

Heist is a small game I developed using Unity to learn the basics of programming.

The game is a merge between Monaco and Pacman where the player takes the role of a thief stealing valuable object as he progresses upwards through the building towards the ultimate treasure at floor 5. The player has to avoid Guards, motion detectors and surveilance cameras to progress. The simplistic art style is inspired by film Noir but with all objects of interest color coded.
I did everything from programming, game design, art and level design by myself. Audio made by Robin Kullberg.

>> Click here to download Heist

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Fuji (2010)

DM-Fuji is a small deathmatch level for Unreal Tournament 3. It is my first project working with Unreal Engine 3 and is perfect for 1 on 1 or 2 on 2 matches. Level design, scripting, lighting and level beautification is made by me.
Assets by Epic games. Additional art by John Troive and Niklas Ylitalo.

>> Click here to download DM-Fuji

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The Technodome (2009)

The Technodome is a Half-Life 2: Deathmatch level with unique game play mechanics.

Based upon event based levels such as dm_crossfire and dm_runoff players in the Technodome has to collect energy cells to power the security door and get to safety from falling bombs. The energy cells can also be used to access the RPG and Crossbow.
Technodome has unique gameplay mechanics and even includes a special HUD-element using only Hammer scripting. Level design, scripting, lighting and level beautification is made by me. Props and textures made by Valve corporation. Additional art made by Pontus Karlsson and me.

>> Click here to download dm_technodome
>> Click here to download the high quality video presentation of dm_technodome.

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Project 25 (2009)

Project 25 is a single player episode, made by me, with 30 minutes of playtime set in the Half-Life 2 universe.

The episode is a part of my final year project to get a Bachelour of art. The goal was to create a unique single player experience while still keeping the episode true to the original and is the result of a deep study in how Valve designs pacing in their single player experiences and ended up with a model on how to measure and get an overview of the pacing of a linear single player experience.
The project spanned over 11 weeks in which i was solely responsible for level design, lighting and overall visuals, manuscripts, project planning, playtesting and feedback evaluation. All textures, props are made by Valve Corporation.
Voice acting is performed by Kelly Harrigan, Edwyn Tiong and Emelie Isacsson. Choreography, manuscript, story,

>> Click here to download Project 25.

You need Half-Life 2, Half-Life 2 Episode 1 and Half-Life 2 Episode 2 installed.
Read the ReadMe.txt included in the .zip for installation instructions.

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dec_boulevard (2009)

The Boulevard is an official level for the tactial multiplayer mod Decadence based upon the Source engine.

The level is divided into three separate areas which players are fighting to conquer.
I was responsible for the brushwork, level design, lighting, implementing the props, atmosphere and visuals. World textures made by me, Pontus Karlsson and Claes Engdal. Props made by me, Bjorn Claesson, Johan Aronsson, Claes Engdahl and Pontus Karlsson.

>> Click here to visit the Decadence website.

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Dm_Tech (2007)

This level is a small deathmatch level I created for Half-Life 2 Deathmatch supporting up to four players. Textures are made by Philip Klevestav. Everything else was made by me.

>> Click here to download dm_tech for Half-Life 2 Deathmatch

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