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This is a rundown of work I've done professionally.
I've been active in the video game industry for over 7 years. I am currently
employed at Snowblind
Studios, a subsidiary of Warner
Brothers Interactive Entertainment, having just finished
The
Lord of the Rings: War in the North. In the past, I
was employed at Sandblast Games (a.k.a. Cranky Pants Games), a now-defunct
studio under the THQ
helm.
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Lord
of the Rings: War in the North (2008 - Present)
I've recently wrapped up The Lord of the
Rings: War in the North. It is a hack-and-slash action RPG
with a strong emphasis on 3-player cooperative gameplay, set in
the northern reaches of Middle Earth, where the cruel ally of Sauron,
Agandaûr, plots a vicious attack.
My responsibilities on this project have included
grayboxing, gameplay and encounter implementation, and scripting
of several large levels and setpieces in the game, including the
ruined city of Fornost, the Dwarven fortress Nordinbad, and the
two challenge maps: Osgiliath and Lothlórien.
Key levels I was responsible for in the shipping
product included:
- Fornost Wall
- Fornost Inner Wards
- Fornost Citadel (Exterior and Interior)
- Nordinbad (Hub and Siege)
- Lorien (Challenge Map)
- Osgiliath (Challenge Map)
Two of my maps for this project - Fornost
Citadel and Siege of Nordinbad - were featured at
E3 2011 and GamesCom 2011. I handled the design documents, grayboxing,
extensive scripting and gameplay implementation from beginning to
end on these two.
The game released on November 1st, 2011 and is
available on Xbox 360, PlayStation 3, and PC (retail and Steam).

My work was featured at E3 2011!
Check out this YouTube video walkthrough of the Citadel of Fornost. |

Up to 3 players must work together
to stop Agandaûr's forces. Here, Farin the Dwarf attacks
a Feral Goblin while Eradan the Ranger watches his back. |

Andriel the Elf is dual wielding
a melee weapon and a staff while Eradan kills Goblin Archers
with his ranged attack. Using melee and ranged attacks effectively
is a key to survival. |

Farin stares down a ferocious
Stone Troll. When things seem grim, the party can call upon
Beleram the Eagle. He eats Trolls for breakfast. |

Ranger, Lore-Master and Dwarf all rush in to save the Dwarven
fortress Nordinbad, which is under siege by Agandaûr's
forces. |

Andriel kicks one of the invading Uruk-Hai. The siege takes
place at night, as fiery arrows and siege towers are constantly
assaulting the fortress. |

All three players must work together to bring down the Olog-Hai.
Otherwise, they will break down the inner door and Nordinbâd
will fall. |
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Destroy All Humans: Path
of the Furon (2005-2008)
Destroy All Humans: Path of the Furon
was a sci-fi open world sandbox game released in November 2008.
It was built using Unreal Engine 3 and follows the alien protagonist,
Crypto, on a quest to save the Furon Empire. The game did not do
well critically. The studio began phased layoffs that April, right
as post-alpha work was to begin, leaving the final product horribly
unpolished.
In the 1970s, after 20 years of pillaging the
Earth, Crypto and his bumbling superior Orthopox have gone soft.
A posh existence in the gambling mecca of Las Paradiso has ensured
a steady stream of DNA and brains for the Furon homeworld. But when
a group of mobsters start to muscle in on Crypto's turf, it's time
to take action! Soon, a larger conspiracy is revealed that will
take Crypto across the world - and beyond - to expose a Furon traitor.
- I was responsible for overseeing and implementing
the design of 3 of the 5 city environments. I originally wrote
high-level concepts for the missions in Shen Long (Hong Kong)
and Belleville (Paris). I developed Shen Long from its original
graybox to the final version with multiple fully implemented missions.
I inherited Belleville and Sunnywood after the departure of their
respective designers, which involved dramatically rescripting
some missions and simply upkeeping others.
- I scripted dozens of missions using Unreal
Kismet of varying complexity. Some of the crazier things I scripted
were:
- A boss battle involving a three-story tall alien walker
using Unreal Matinee and Kismet. The boss fired plasma, rotated
to face the player, and had a death ray.
- Scripting a variant of that giant walker to move down the
road to accompany Crypto. It smashed through cars and humans
and anything else in its way.
- A pattern-matching minigame in Sunnywood meant to ape the
classic scene in Close Encounters of the Third Kind.

The UFO allowed players to fly
around the city. This is an image of air combat amidst the daunting
towers of Shen Long. |

Crypto also has the ability to
destroy virtually everything in the world. From cars to entire
skyscrapers, nothing is permanent. |

Crypto uses his Anal Probe against
a cop in Belleville. |

Crypto deploys a Venus Human
Trap with the skyscrapers of Shen Long in the background. |
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Evil Dead: Regeneration
(2004-2005)
Evil Dead: Regeneration was a third
person action game for the Playstation 2, Xbox and PC, built with
proprietary tools in Maya, Renderware and Lua scripting. Based on
the cult classic B-movie series, it chronicled the continuing misadventures
of Ash (Bruce Campbell) and his battle against the legions of Deadites.
The game envisions an alternate ending to Evil
Dead II where Ash is blamed for the massacre at the infamous
cabin and committed to the Sunny Meadows Asylum. As fate would have
it, the asylum director, Dr. Reinhard uses Knowby's diary to unleash
the evil once again in a classic attempt to take over the world.
It's up to Ash, armed with a chainsaw for a hand, his trusty boomstick,
and a neverending supply of one-liners, to stop the mad scientist.
But this time, Ash won't be alone as he is joined by his immortal
half-Deadite midget sidekick, Sam (Ted Raimi), the twisted byproduct
of Reinhard's occult experiments.
- 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 for level geometry and set up 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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