Peter Vesti Frendrup

Level Design Portfolio

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Geonosis

(2019)

This map depicts the Battle of Geonosis during the Clone Wars. It is designed for Galactic Assault and has the unique feature of having air-dropped AT-TEs in the final phase that also function as the win condition. A lot of focus was put on the ambiance and atmosphere of this epic battle.
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Kessel

(2018)

This level was specifically designed for the game mode Extraction. It was released alongside the Han Solo movie.
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Ewok Village

(2018)

This map was created for the game mode Ewok Hunt. It is based on the “Survivors of Endor” map from the 2015 game. It was changed to night-time and many specific changes were made to facilitate the new game mode.
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Crait

(2017)

The first level released post launch for Battlefront II to coincide with the release of The Last Jedi.
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Endor

(2017)

This was my first level on the Battlefront franchise. It features a relatively unique design for Galactic Assault where one team does not start with the AT-AT. Instead it is captured during the first sector.
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Soissons

(2017)

The concept for this map was to create a big tank battle in Operations. However I wanted to intertwine infantry areas which is very obvious in Conquest. This was one of four maps in the first DLC for Battlefield 1 called “They Shall Not Pass”.
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Fall from Grace

(2016)

While I was lead for the entire singleplayer campaign, I worked hands-on for the last 3 months of production on this level after the level designer left the company. This map depicts the ultimate “behind enemy lines” trench experience.
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Missile Plant

(2013)

This was my main level for this project.
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Smuggler’s Compound

(2013)

I wasn’t on this level from the beginning, but took over the last part of it (after the dual zip line) and redesigned it extensively. The key part is a section where one player covers the other with a UAV drone before they switch.
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Peak

(2011)

This level was my first large multiplayer level and has very distinct areas. Looking back at it, I think this map holds up pretty well from a design point of view.
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Solar

(2011)

This was one of the first multiplayer levels I designed. Most of the assets are from the singleplayer Solar level, but this level is specifically designed for multiplayer.
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Jungle

(2010)

This level is a reimagination of the Jungle level from the N64 GoldenEye game. I incorporated pretty much every feature of the original but with a lot added gameplay and spin on them. Extremely pleased with this level.
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Emergency Care

(2009)

This was my main level and my main focus was to connect it to the other Dead Space lore, most notably the first game but also the comic.
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Secrets and Salvation

(2009)

This is the last level of the game and is a big final action beat of the game. All the different types of enemies in a last-stand type final mission.
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Opera

(2008)

This level had a lot of focus on stealth. I worked with out programmers to get distractions working. The first half is a stealth puzzle where the player can utilize these distractions to lure enemies away and deal with them one by one. The second part of the mission is an all out firefight after Bond gets spotted.
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Barge

(2008)

This level was the first one I ever worked on in a professional capacity. It’s a pretty elaborate infiltrate mission with a boss fight at the end. The boss fight itself was designed and scripted by a colleague (Daniel Peake).
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Eastwood

(2025)

Set in a luxurious Southern California golf resort, Eastwood combines suburban neighborhoods with open fairways. The map supports diverse combat styles, from close-quarters battles in residential areas to vehicular skirmishes across the greens. Interactive elements, like drivable golf carts, add unique tactical opportunities.
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Siege of Cairo

(2025)

This map immerses players in the dense urban environment of Cairo, Egypt. Combining narrow streets with open plazas, Siege of Cairo supports both infantry and armored vehicle combat. Destructible environments and multiple entry points encourage strategic assaults and defenses.
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Saints Quarter

(2025)

Situated in Gibraltar’s Old Town, Saints Quarter is designed exclusively for infantry combat. Its tight alleyways, central fountain plaza, and destructible buildings create a fast-paced environment ideal for close-quarters engagements. The map’s compact design ensures constant action and strategic positioning.
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Operation Firestorm

(2025)

Set in a burning oil field, Operation Firestorm returns as a modern remake of the fan-favorite battlefield, reimagined to support contemporary combined-arms gameplay. Expansive desert sightlines frame intense armor engagements, while the refinery complex introduces dense infantry spaces layered with traversal options. The redesign preserves the original map’s iconic vehicle flow while refining sector readability and combat pacing for a more dynamic match experience.
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Manhattan Bridge

(2025)

Located beneath the iconic Manhattan Bridge in New York City, this map offers a blend of urban warfare and large-scale destruction. Players navigate through dense city streets, utilizing cover from towering structures, while aerial vehicles provide support overhead. The environment’s destructibility allows for evolving combat scenarios.
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Iberian Offensive

(2025)

Located in Gibraltar, Iberian Offensive blends tight urban combat with open coastal approaches. The map’s design encourages close-quarters infantry engagements within the city, while the outskirts support light vehicle skirmishes. Multi-story buildings and narrow alleys provide ample opportunities for flanking and vertical gameplay.
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Liberation Peak

(2025)

Set in the rugged mountains of Tajikistan, Liberation Peak offers a vast, vertical battlefield. The map features a mix of open valleys and fortified high grounds, promoting combined arms warfare with a strong emphasis on air and ground vehicle integration. Players navigate through natural chokepoints and elevation changes, making strategic positioning crucial.
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Mirak Valley

(2025)

Set in the mountainous terrain of Tajikistan, Mirak Valley stands as the largest launch map in Battlefield 6. The map features a diverse landscape, including high-altitude ridges ideal for snipers, open plains conducive to tank battles, and a central riverbed that serves as a natural chokepoint for intense infantry engagements.
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New Sobek City

(2025)

Set on the outskirts of Cairo, New Sobek City immerses players in a sprawling construction zone amidst desert dunes. The map’s design emphasizes vertical combat through half-built structures and scaffolding, while open sand expanses facilitate vehicular warfare. Dynamic weather and shifting sands add unpredictability to engagements.
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Exposure

(2022)

The map takes place in a remote highway in Canada, near a government facility. Some of the map appears to have been heavily damaged by an unspecified event.
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Breakaway

(2021)

Set in Antarctica this is the largest level in Battlefield 2042.
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Hourglass

(2021)

Set in Qatar, this modern city has been taken over by sand.
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Discarded

(2021)

Set in Alang, India this map features a graveyard of old ships.
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Kaleidoscope

(2021)

Set in Egypt, this level has a wall separating a desert from a modern green agricultural area.
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Renewal

(2021)

Set in Egypt, this level has a wall separating a desert from a modern green agricultural area.
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Orbital

(2021)

Set in a rocket launch facility in South Africa.
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Manifest

(2021)

A huge automated container terminal set in Singapore.
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Over the Top

(2016)

This is the first level of the ‘Through Mud and Blood’ war story and it features a tank assault in a Mark V tank.
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Fog of War

(2016)

This is a stealth focused mission where the player needs to escort a tank through a foggy forest.
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Breakdown

(2016)

The player must infiltrate and extract spark plugs to get their tank started again. Night time map with heavy focus on stealth.
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Steel on Steel

(2016)

This final level of the ‘Through Mud and Blood’ war story focuses on tank vs tank gameplay.
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Test Flight

(2016)

This level is the first in the “Friends in High Places” war story. It primarily serves as an introduction to the flight controls and introduces the two main characters.
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Total War

(2016)

This level is an all out attack on an enemy fortress. It involves taking out AA guns, Dogfigting and escorting friendly bombers.
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Forte et Fidele

(2016)

This is the final level of the “Friends in High Places” war story and it’s an epic fight against Zeppelin’s over the city of London. It also involves a section aboard an enemy Zeppelin.
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Hidden in Plain Sight

(2016)

This is the first level of the “Nothing is Written” war story. It features a stealth setup in the desert and also serves as an introduction to new stealth mechanics.
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Young Men’s Work

(2016)

This level is one of the most open of all the warstory missions. The player must perform various objectives across the entire map but can do it in any order.
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Hear the Desert

(2016)

This is the final level of the “Nothing is Written” war story. It features the final showdown and a “boss fight” against an armored train.
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Yak Farm

(2014)

This level is about reaching a Yak Farm before the enemy and then defending it.
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The Syringe

(2014)

This level takes the player to the highest peaks of the Himalaya’s where the air is so thin that oxygen flasks are required to survive.
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The Blood Ruby

(2014)

This level is about infiltrating a mining facility to steal a famous Blood Ruby. It combines stealth infiltration with a classic action-movie guns blazing escape sequence.
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Speak no Evil

(2014)

This level is the first of three missions in Hurk’s Redemption. It takes the player through a glacier in order to locate a hidden Monkey Statue before the enemy.
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Death from Above

(2014)

This level is a part of the main campaign and is known for its epic wing suit section.
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Sermon on the Mount

(2014)

In this mission the player is sent out to locate diamonds for Longinus – in the cold Himalaya’s. The player has a tracking device to locate the diamonds…
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Kill or be Killed

(2014)

In this level the player must locate a key lieutenant and take him out. I think it’s Far Cry 4’s longest mission and all of it in one location. A pretty elaborate level.