kyomaps.com
[ home ] [ mods ] [ professional ] [ resume ] [ links ]

[ professional ]

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.


 

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.


Destroy All Humans: Path of the Furon

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 sadly unpolished.

  • 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 of Shen Long and Belleville. I developed Shen Long from its original graybox to the final version with 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 using a Venus Human Trap with the skyscrapers of Shen Long in the background.

Evil Dead: Regeneration

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.

All original content is copyright 1997 - 2009, kyomaps.com