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True Crime: Hong Kong (United Front Games/Activision)
On TC:HK, I was involved in core game mechanics, including combat and locomotion. Here you can see some of the systems I was involved in, such as melee and weapon combat, and environmental attacks like the electrical panel or refrigerator. My main duties included:
- Scripting combat moves into the game. This included getting assets from animators, effects from artists, or tech from programmers, and creating the logic in a scripting tool so it could be used in-game.
- Providing scirpting support for mission designers with any special things needed in their missions.
Games worked on:
- True Crime: Hong Kong (United Front Games/Activision) - Cancelled
- [PROTOTYPE] (Radical Entertainment/Activision) - Released in 2009 - Credited as an additional tester
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Personal Project: "The Grail" - 2009
In my spare time, I worked on a mission for Assassin's Creed. When it came out, I felt the game didn't spend enough time making the Player feel like an assassin. Poisoning targets or using the environment to make it appear the target died accidentally, are the types of things I was looking for in an assassin game. This is my effort to create a mission to address those issues within the scope of the game.
Download the Mission Doc (.doc)
Download the Sketchup Mission (.skp)
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Gizmosis - 2008
This was a student project I worked on at VFS. I worked closely with our programmer to develop the mechanics of the various enemies and of our controlled character. You control a gizmo that needs to protect your master gizmo in the center of the map.
Try the game here!
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