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ABOUT BIA2:

Brothers in Arms 2: Global Front is a first-person/third-person World War II shooter for mobile, featuring a full single-player campaign across global battlefronts. The game relies on cover-based combat and cinematic storytelling.


As a Game Designer, my role was to create and implement story missions, design combat encounter spaces, and integrate cinematic scripted moments focusing on open-area combat readability, cover placement, and narrative-driven pacing.

FEATURES:

  • Mix of First-person and Third-person Shooter
  • Single-player Campaign
  • Cover-based Combat
  • Tactical Positioning
  • Various Historical Battlefronts

TRAILER

MY CONTRIBUTIONS

  • Designed mission and level layouts across multiple war theaters, focusing on pacing, cover placement, and combat readability.
  • Built open-area combat scenarios that allowed for flanking, tactical positioning, and player agency within mobile performance limits.
  • Implemented cinematic scripted sequences to support storytelling and moment-to-moment immersion.
  • Collaborated with environment artists and scripting teams to ensure natural flow between gameplay and narrative beats.

The second mission of the game, placed in the African desert setting.

The mission features:

  • mobile cover situations (escorting a tank through the desert and using it as mobile cover), 
  • rail shooting (using the mounted machine gun on the tank as it advances), 
  • flanking situations,
  • straight-forward cover based combat.


Samples:

The sixth mission of the game, placed in the island of Sicily.

The mission features:

  • cover-based shooting,
  • mounted machine gun shooting,
  • defending comrades,
  • flanking situations.

 

Samples:

The seventh mission of the game, placed in the town of Sainte-Mère-Église in the context of the DDay invasion.

The mission features:

  • cover-based shooting,
  • flanking situations,
  • protecting comrades,
  • defending location by using machine gun nest,
  • rail shooting from a mounted machine gun on a jeep,
  • time-limited objectives.

 

Samples:

Project's completion

The project development started in 2009 and it was released on iOS in February 2010 as a premium title. The game was later re-released in 2011 as a free-to-play title with an added online multiplayer component, in which I was not involved as I had already moved on to another project.


The game was generally well received at that time, but also had some criticism due to AI being non-existent, and various gameplay situations feeling overly scripted.


Unfortunately, the game is no longer supported on modern devices because it was not updated for 64-bit operating systems, which caused it to become incompatible with newer devices. However fan ports and third-party APKs can still be found on specific sites on the internet.