About Me

My name is Jakub — also known as DirtyFaced in the gaming world or Laudethaire de Sanglac on Steam. I’m a young, passionate, and experienced mod maker from Slovakia who has spent the last four years working on mods for the game Mount & Blade II: Bannerlord. While I haven’t worked in a game studio yet, I’ve completed commission-based projects. My hands-on experience and deep understanding of game mechanics drive my goal of breaking into the game development industry.

My main project consists of three mods used by the largest Mount & Blade II: Bannerlord multiplayer community known as Kingdom of Bretonnia or BRE on their regularly hosted 600-player battle events (links to their steam-workshop pages below). These mods contain new playable units, weapons, maps, game mechanics and admin tools making organisation and administration of these large-scale events possible.

Video made by a popular Bannerlord YouTuber "Benoit" showcasing our organised events with mentioned mods.

In the Bannerlord modding scene I also:

Experience

Here I will showcase my experience with individual aspects of modding/ game development.

Disclaimer

While I am, and for most of the time have been, the lead developer of the previously mentioned mods, they are all group projects. Most of the mod assets — such as 3D models, textures, maps (scenes), and animations — are created by different members of our team. My personal focus within these projects is the implementation of these assets: importing them into the game’s modding kit, configuring correct material settings, animation clip settings, cloth physics, and similar systems. In addition, I handle bug investigation and fixing, modification of base game features, and scripting of new ones.

The game provides only very limited documentation of its internal infrastructure and modding tools, which makes this work a significant challenge on its own. While I cannot create these assets entirely from scratch by myself, I do have the experience and knowledge to fix smaller issues directly at the asset-source level — for example, adding missing LODs to models or correcting minor weight-painting or UV issues.

Game mechanics

Using C# I developed and implemented a wide range of custom game mechanics — some of which are showcased below. In addition, I worked extensively with XML, using XSD to define and validate game object schemas and XSLT to transform and manage game object data efficiently.

My latest addition to the mods — a fully custom made magic system with spells for our unique sorcerer class. The base-game does not have any heavy fantasy elements so almost all you see on these videos are custom made animations, assets, particle emitters handled by my code.

Highly modified melee hits handling making our significantly larger units feel much more believable.

Fully custom unit, equipment and spawn-point selection and player stats system.

Crafting meterials gathering and mining (Persistent mod).

User Interfaces and Head-Up Displays

I created my own sprite sheets and used them to build custom UI screens and HUD elements. All UI layouts are written in XML using Bannerlord’s GauntletUI system. Since Bannerlord does not provide a visual editor for GauntletUI, all UI layouts are implemented manually in XML.

Magic spritesheet

HUD for spells and mana.

Selection screen spritesheet Equipment selection screen

Custom unit and equipment selection screen.

Item market and house managment menus (Persistent mod).

Inventory UI showcasing item transfering, splitting, dropping and quick crafting (Persistent mod).

Game assets

I imported and set up numerous assets, including 3D models and textures for weapons, character equipment, and scene objects. I configured materials with appropriate shaders and render settings, set up skeletons and animation clips from large .fbx animation banks, created custom particle emitters, setup cloth physics and briefly worked with custom sounds.

Imported game assets Configured mesh

A small sample of the many assets I’ve imported and set up using the Bannerlord modding kit, with careful attention to correct animation behavior on skinned models and properly configured LODs.

Configured material

One of the materials I configured using advanced settings, including custom render order and G-buffer behavior, to ensure correct rendering.

Configured skeleton

A custom character skeleton with fully configured bones, joints, IK, and collision/ragdoll capsules.

I also briefly worked with shape keys to set up morph animations for hand and facial animations.

Two of many custom particle emitters with own particle textures I set up.

Configured cloth physics on mesh

From applying vertex attributes to faces in Blender to setting up cloth simulation meshes, collider capsules, and cloth behavior settings, I implemented cloth physics for multiple 3D models, achieving smooth movement and minimal clipping.

Enviroment Design

Using the game’s modding kit, I created custom in-game environments (scenes), refined their lighting and atmosphere, built complete navigation meshes, and configured all required environment entity scripts for in-game use, with additional experience using external terrain generation tools such as World Machine.

Moussillon castle scene Moussillon castle scene Moussillon castle scene Moussillon castle scene Janzac castle scene Janzac castle scene

My most recently created scenes.

Configured navigation mesh

I fully cover my scenes with manualy made navigation mesh.

Premade prefab Premade prefab children

One of my prefabs consisting of both native and custom meshes and materials created to be easily reused among many other scenes.

Contact

Interested in working together? mail@jakubdipcar.dev