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This is a breakdown of work I've done professionally.
I've been active in the video game industry for the past 5 years. I am
currently employed at Snowblind
Studios, now a subsidiary of Warner
Bros. Games, working on an unannounced action RPG title. In the past,
I was employed at Sandblast Games, a now defunct studio under the THQ
helm.
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Unannounced Snowblind Action
RPG (2008 - Present)
My responsibilities on this project have included
grayboxing of levels, determining how to segment levels into modular
assets, writing design documentation, and implementation of gameplay. |
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Evil Dead: Regeneration
(2004-2005)
Evil Dead: Regeneration was a third person action
game for the Playstation 2 and Xbox, built with proprietary tools
in Maya and Lua scripting. Based on the cult classic B-movie series,
it chronicled the continuing adventures of Ash (Bruce Campbell),
a wisecracking protagonist with a chainsaw for a hand.
- I was responsible for scripting 3 of the game's
10 levels: Sunny Meadows Graveyard, the Forsaken Mines, and the
Swamp.
- I prepared detailed documentation for these
levels to communicate the design to the larger team.
- I placed gameplay systems, including props,
spawners, triggers, and pathing using Maya. I also used Maya to
produce collision hulls and setup in-game cinematics.
- I scripted dozens of battles and scenarios
in Lua. Some of the more interesting things I had to implement
were:
- A sequence in the Graveyard where Ash's
Deadite sidekick, Sam, finds a way to hop onto the head of
a giant Deadite and drives him through skeletons and everything
else in his way, eventually smashing a gate that blocked Ash's
progress.
- A chaotic series of conveyor belts, crushing
pistons, and grinding sawblades that Sam had to negotiate
in the Mines.
- A confrontation in the Swamp where a giant
Deadite repeatedly summons bloated Deadites to his aid that
rush toward the player and explode in a cloud of noxious gas.

The one-eyed gatekeeper of the
Graveyard, several missions circle around Sam collecting spirits
to feed the gatekeeper. |

The maze-like, multi-tiered central
chamber of the Mines was no friend to our AI pathing, or to
the poor soul who had to make the simplified collision hull
for it *shivers*. |

Here in the Swamp, Ash uses his
Harpoon Gun to snare a Deadite. The Swamp was a fun level to
do, as it provided a short and brutal free-for-all in between
two of the larger sites, the Shipyard and the Town. |

Creating compelling combat scenarios
was vital. While it's possible to take out perched enemies with
a pistol, you could use the Harpoon Gun to bring them down to
your level... or punt your sidekick onto their heads. That works
too. |
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