Homefront

Release Date: March 15, 2011 (PC/360/PS3)

Publisher: THQ

Studio: Kaos Studios

Duration: March 2010 - Present

Role: Level Designer (Unreal Engine 3)

Type: First Person Shooter

Overview The year is 2027.  America's role on the world stage has declined following a post-peak oil shortage, a crippling second depression, and an outbreak of avian flu that leaves thousands dead.  In contrast, the Greater Korean Republic (GKR) has risen.  Kim Jong Un succeeded in reuniting North and South Korea combining the South's modern technology to the North's massive army.  The resulting empire went on to annex or conquer most of southeast Asia before launching an attack on the western United States.

You are Robert Jacobs, a retired Army helicopter pilot living a quiet life in occupied Montrose, Colorado before the local resistance movement recruits you for a job: steal a convoy of fuel tankers and deliver them to the US Army, making possible a counterstrike on San Francisco and the first step towards taking back your country.

Responsibilities: I was one of two designers tasked with creating the singleplayer, finale level: Bridge.  I was responsible for designing, documenting, whiteboxing, and scripting four of the nine encounters.  In addition, I did iteration, pollish, and bug-fixing on all other encounters. I also participated in daily MP playtest sessions and gave feedback on the maps, gametypes, and weapons.

Post-launch, I prototyped combat encounters for Homefront 2 with a focus on creating authentic guerrilla experiences.  Each encounter included multiple opportunities for the player to choose either the path of the freedom fighter or that of an extremist.  In addition, I worked with the multiplayer team to create DLC content.  During this time I made four TDM spaces from existing Ground Control maps and did the initial research and concept work for a new Ground Control map. 

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Download a mini-portfolio of the tank encounter in .doc format (4.35MB)

Download a mini-portfolio of the tank encounter in .pdf format (1.59MB)

 

Singularity

Release Date: June 29, 2010 (PC/360/PS3)

Publisher: Activision

Studio: Raven Software

Duration: April 2008 - August 2009

Role: Level Designer (Unreal Engine 3)

Type: First Person Shooter

Overview During a recon flight over the remote Russian island of Katorga-12, US Airforce pilot Nate Renko's plane is brought down by a mysterious energy wave.  Renko must use his wits and the Time Manipulation Device to navigate a mad landscape that shifts between 1950 and the present; defeat the strange, warped creatures in his path; and ultimately discover the secret at the heart of the island.

Responsibilities: I worked with a small team of programmers, artists, and designers to concept and develop the core mechanics, gametypes, and levels for Singlularity's multiplayer mode.  During this time I designed, documented, and built several production maps as well as over eight prototype maps.  I also worked with the singleplayer team scripting puzzle events, AI encounters, and ambient sequences in two of the singleplayer levels.

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XMen Origins: Wolverine

Release Date: May 1, 2009 (PC/360/PS3)

Publisher: Activision

Studio: Raven Software

Duration: July 2008 - September 2008

Role: Level Designer - Intern (Unreal Engine 3)

Type: Third Person Action

Overview: XMen Origins: Wolverine follows the plot of the movie while greatly expanding on it.  This is the story of how Wolverine became a killer with a conscience, how he received his adamantium skeleton, and how he lost his memory.  Acclaimed for being the first true-to-character Wolverine game, XMen Origins: Wolverine gave players a truly visceral experience.

Responsibilities:  I was responsible for the original paper design, whiteboxing, and scripting of the Sentinel Head puzzle for the Sentinel Facility level.  In the Casino level, I was responsible for adding ambient scripted sequences and tuning combat in two areas.  I also integrated and maintained the Staff Mutant reveal cinematic and was responsible for the placement and documentation of secret items for the entire level.  Furthermore, I prototyped gameplay and puzzle ideas for the Jungle and Weapon X levels.  

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