Experience


Kuju Entertainment / Headstrong Games
Games Designer
Contract 6 months - 2011


House Of The Dead: Overkill - Extended Cut
Minigames and boss design through pre-production to final


 Responsibilities:

- Script gameplay events, boss-fight state machines, and AI, using the Blitz editor

- Animate and script camera splines using 3D Studio Max
- Implement levels and boss fight gameplay as per the design
- Balance levels and gameplay for single player and co-op
- Contribute to overall game design, chair meetings and scrums







Sony London Studio
Games Designer
2009 - 2011

Unreleased Action Adventure Game
Above is a production-quality vertical slice of an unreleased triple-A action game for the PlayStation 3 Move.
I designed many aspects of the game, including control system, world interactions, and some levels
 

During my time at Sony London I became involved in many aspects of the game's design, including scripting logic, defining gameplay metrics, level design, and prototyping gameplay animations.


Responsibilities:

- Level design
- Design documentation, (some technical) 

- Conduct level flow reviews, implement flow improvements.
- Take paper concepts to final production.
- Script complex logic to trigger game events, AI, and streaming.
- Conduct technical reviews of art environments, offer feedback for memory and streaming 

- Creating prototype animation for props using simple and complex skeletal hierarchy.
- Defining character animation requirements from motion capture shoots.
- Defining asset creation metrics to be adhered to by artists and designers.
- User testing, control/camera system design, and tools feedback.






Sony Liverpool/Evolution Studio
Junior Game Designer
2007 - 2009



Motorstorm: Apocalypse
Balanced vehicle handling and controls during pre-production

I worked on vehicle handling and control system during preproduction of Motorstrom Apocalypse for the Playstation 3.

Working on racing games is largely about creating balance between all the vehicle classes, similar to balancing weapon classes in a shooter.
The XML format was used to tweak things such as vehicle suspension, boost cool off, acceleration, mass, etc.






Motorstorm: Pacific Rift 
Designed the Camera System and Vehicle Combat from conception to final

A large part of my work included designing the camera system, and scripting all of the game’s many cinematic and in-game camera sequences.
LUA and XML were used to script Motorstorm’s events and combat sequences, which was something I played a large part in throughout my time at Evolution Studios.
My responsibilities ranged from setting up cameras, to scripting AI vehicle events, or more commonly using in-house scripting tools to setup the vehicle to vehicle combat sequences.



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