Recent Professional Work

level design


The Last of Us: Left Behind

Misc Layout and Scipting – “Photobooth”, “Escape” and “Multi-Faction Combat”

  • On Left Behind, my contributions were more piecemeal than usual. I primarily worked on the Photobooth sequence, implementing multi-faction Infected vs. Human combat, and the Escape sequence
  • Responsibilities: Designed original blockmesh. Performed various scripting tasks.

The Last of Us

“Military City” and “Outskirts”

  • Outside of standard Lead responsibilities, I did quite a bit of development work on TLOU. This comprised 1 hour+ of continuous gameplay consisting of the end of the “Military City” sequence through the “Outskirts” area, ending at “Bill’s Town.”
  • Responsibilities: Designed original blockmesh. Performed most scripting tasks.

Uncharted 3: Drake’s Deception

Chapter 21 – “Atlantis of the Sands”

  • In my role as Lead Designer on U3, I bounced around from level to level frequently — doing a lot of initial layout and concept development. Near the end, we needed some extra hands on The Atlantis of the Sands, so I took this one to completion. In this level, Nathan Drake discovers the ancient City of Brass.
  • Responsibilities: Completed existing blockmesh. Performed all scripting tasks.

Uncharted 2: Among Thieves

Chapters 11 and 12 – “Keep Moving” and “A Train to Catch”

  • These levels find the player escaping from a warzone in a Kathmandu-like city in Nepal.  One of the most notable sequences in this section of gameplay (shown below) requires the player to carry a wounded ally through a series of tight alleyways, dense with scripted encounters.
  • Responsibilities: Designed original blockmesh. Performed approximately 65% of scripting tasks.

Chapters 13 and 14 – “Locomotion” and “Tunnel Vision”

  • Here, the player must navigate to the front of a train to rescue an ally as the train passes through jungle, a tunnel, and up into the Himalayas.  The section below shows a mid-boss of sorts as a helicopter attacks the player.
  • Responsibilities: Designed original blockmesh. Performed all scripting tasks.

Chapter 21 – “Convoy”

  • In Chapter 21, the player must get to their ally’s truck. To do so, they platform along a convoy driving up steep mountain roads.  This was an especially challenging level to develop since it went into production only a few months before our ship date and was orders of magnitude more complex than the Train.  More than 15,000 lines of script had to be written for this 3-minute sequence.
  • Responsibilities: Designed original blockmesh. Performed all scripting tasks.
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