Other Games Overview
In chronological order, here is an overview of the other games and franchises I have worked on in a professional capacity over the course of my career. Where applicable, I’ve provided a link to highlighted levels.
Age of Empires 4
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A great project where I was able to apply my knowledge from my university degree in HIstory to mission and campaign design. I was involved in early prototyping of the campaigns when we experimented with a more sandbox-like structure. I contributed to the research and collection of reference materials for the English, French, Rus and Mongol factions and generated possible historical mission scenarios and level designs. I also assisted with the early development of the prefab system used to make missions.
Eventually, I was transferred to the Company of Heroes 3 team when that spooled up and much of my work was split and subsumed into the project as a whole after I left.
Game Data |
|
---|---|
Platform | Windows |
Release | 2021 |
Developer |
Relic Entertainment |
Publisher |
Microsoft |
Genre |
Real Time Strategy |
Metacritic | 81 |
My Role |
Mission/Campaign Designer |
Drone: Shadow Strike
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A straightforward mobile game where the player played as a drone controller attacking targets much like Call of Duty mission Death from Above which involved being in the gunner’s seat of an AC-130. On this project I used Unity to create levels and gameplay content. This was a very short contract project where I made a mission and set up some objective types for later use as well as set up encounter archetypes, enemies, and weapon tuning.
Game Data |
|
---|---|
Platform | Mobile |
Release | 2013/2014 |
Developer |
Fathom Interactive |
Publisher |
Reliance Games |
Genre |
Action |
Metacritic | N/A |
My Role |
Mission Designer |
Project Spark
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Project Spark was a wonderful project to work on. At the time, Microsoft wanted to have their own third person Little Big Planet type game in their stable and thus tasked Skybox Labs to help out with fleshing out and pushing the envelope with Project Spark’s native visual scripting system built off of Kodu Game Lab.
To that end, my duties involved prototyping game levels and the creation of game assets that specifically showed off features that demonstrated the incredible flexibility of the scripting system. This included prototyping new gameplay modes and mechanics. Notable levels I’ve done were for a forest platform level, an “obstacle course” level, and a Cthulu-esque level.
Forest Platform LevelCreated using foliage and “wood” assets
Utilized the Kodu scripting system to:
generate a simple encounter with a goblin
demonstrate lighting effects
generate destructible assets
Experimentation with movement and spatial metrics
Obstacle Course Level
Created using “stone” and castle themed assets
Utilized Kodu scripting system to:
generate environmental hazards that can affect the player health wise and also movement
generate hazards that could move, and also ones that occupied volumes of space
generate win/loss conditions
Experimentation with movement and spatial metrics of interior spaces
Cthulu-esque Level
Created using “spooky” forest assets
Utilized the Kodu scripting system to:
generate thematic “spooky” environemental effects like fog and lighting
created an animated door blueprint that utilized existing animations in novel ways (used a tree root system to look like a magical portal being ripped open by writing tentacles)
created a trigger system to activate the portal
Experimentation with metrics and performance with generating a mixed “indoor” and “outdoor space”
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Prototype Levels
Forest platform level
Obstacle course level
Cthulhu-esque level
Game Data |
|
---|---|
Platform | XBox One/Windows |
Release |
2014 |
Developer |
Skybox Labs |
Publisher |
Microsoft |
Genre |
Third Person Sandbox Game |
Metacritic |
73 |
My Role |
Level Designer (Uncredited) |
The Outfit
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An early launch title for the XBox 360, The Outfit was envisioned to be a brash, pulp action movie, Hollywood-esque, in-your-face counterpoint to the much more serious and historically accurate Company of Heroes. There was much learning and exploration done for a 3rd person shooter, lessons Relic used for Space Marine later on.
As much of the game was completed by the time I was put on this team after Winter Assault launched to help with launch, my duties on this project consisted of finishing, debugging, and technical maintenance of existing single player levels and multiplayer maps.
Game Data |
|
---|---|
Platform | XBox 360 |
Release |
2006 |
Developer |
Relic Entertainment |
Publisher |
Microsoft |
Genre |
3rd Person Shooter |
Metacritic |
70 |
My Role |
Designer |
Need for Speed: Underground 2
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Due to my uncanny ability to ferret out the worse and most unusual bugs that I could find out of any game and my methodical approach to testing, I was eventually put onto the Legal/Compliance testing team which tested for issues that had the most expensive ramifications should they be undetected. I was assigned to NFS:U2 and tested specifically across PC, GameCube and PS2 platforms. Many of the techniques and skills I learned from this part of my career gave me valuable insights into things to do and not do during development in general.
Game Data |
|
---|---|
Platform | Windows/GameCube/PS2/XBox |
Release |
2005 |
Developer |
Electronic Arts |
Publisher |
Electronic Arts |
Genre |
Racing |
Metacritic |
83 (Xbox) 77 (GC) 82 (PS2) |
My Role |
Legal/Compliance Tester |
FIFA 2005
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The first of my two EA positions as a tester was a Presentation Tester on the FIFA testing team. My job was to ensure player animations and stadium geometry remained consistent and functional. Here I learned many testing techniques as well as things to look out for when evaluating the functionality of various features of a game. Although the work was hard, I made some good friends that I crossed paths with many times later in my career.
Game Data |
|
---|---|
Platform | Windows/GameCube/PS2/XBox |
Release |
2004 |
Developer |
Electronic Arts |
Publisher |
Electronic Arts |
Genre |
Sports (Soccer) |
Metacritic |
81 (Xbox) 78 (GC) 81 (PS2) |
My Role |
Presentation Tester |
Homeworld 2
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Homeworld 2, my first actual game credit as a developer, was a dream come true for me for I was helping to make the sequel to one of my favourite games of all time! I made lifelong friends and learned a lot about game development on the Homeworld 2 team.
My responsibilities included doing minor LUA scripting tasks for UI and gameplay, implementing ship/fighter docking paths, and manually constructed LODs for all the ships in the game (whatever we used to automatically generate LODs made the ships formless messes with messed up UV textures). All of this work can be seen in the attached video (of the original HW2 version, not the remastered - for illustrative purposes).
Game Data |
|
---|---|
Platform | Windows |
Release |
2003 |
Developer |
Relic Entertainment |
Publisher |
Sierra |
Genre |
Real Time Strategy |
Metacritic |
83 |
My Role |
Jr. Designer/Artist |
Impossible Creatures
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My first ever game industry job was working on documentation for the Impossible Creatures tools, a thing that I had a lot of interest in due to my affinity for modding tools. As a fresh newbie, I was absolutely amazed at what game development was really like and I wanted more.
Fun trivia fact: I have my own credited chapter in the Sybex Impossible Creatures guide, writing about how to make maps for the game
Game Data |
|
---|---|
Platform | Windows |
Release |
2003 |
Developer |
Relic Entertainment |
Publisher |
Microsoft |
Genre |
Real Time Strategy |
Metacritic |
72 |
My Role |
Technical Writer (credited in a Sybex guide) |