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Perfect Dark

Role: Technical Game Designer
Platform:
  • Xbox, PC, XCloud

Duration:
  • 6 years, 2 months

Studio:
  •  The Initiative (Xbox Game Studios)

Team size:
  •  200+

Engine:
  • Unreal Engine 5.5 (UE5)

Additional Tools:​​​
  • Logic Driver Pro SM​

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Examples of my work in the trailer

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Core Responsibilities 

  • Prototyped player weapons by building blueprints following an inheritance based class structure, state machines for logic, and animations and shared library data assets  

  • Collaborated with the Gadget Team on gadget ideation, prototyping, documentation and systemic interactions

  • Supported Level Design's build scripted sequences and unscripted systemic interactions 

  • Made blueprint actors to support adjacent weapon systems like weapon animations, projectiles, and weapon upgrades

  • Coordinated feature development across multiple co-dev studios in four time zones

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Additional Responsibilities 

  • Support in game cinematics and executing gameplay logic at designated points​

  • Prototype Social Stealth System for [REDACTED] Gadget

  • Be a master of the Logic Driver Pro State-machine that controlled gadget and weapon logic, feedback, and animations

  • Implement diegetic UI elements on weapons and gadgets

  • Build several world objects that would react to being shot or manipulated by gadgets abilities

  • Iterated on combat loop by rewarding skillful actions (head shots, melee takedowns, counters, and environmental takedowns) to encourage kinetic and aggressive playstyles. ​​

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Examples of my work in the trailer

The following are examples of my work that can be seen in the games trailer. Due to NDA, I cannot use official names for the many games systems, but I have used place holders to describe what they are. 
Gadgets
I worked on the scanning gameplay and the implementation of the AR UI elements on the gadget. 
Prototype logic, animations and feedback of the gadget 
  • The scanning loop logic set up in state machine 

  • Diegetic AR UI that reacts to progress of the scanning loop and are attached and move with the gadget

  • Set up UI scripting, SFX, VFX, and force feedback on controller 

Cinematics
Some of the IGCs I helped set up and supported during development

Set up and edit cinematics that play between gameplay sections and helped debug edge cases that would break the cinematics. 

  • Examples of IGCs 

    • Crawl Space​

    • Mantle into Apartment

    • Computer Hack

Traversal Objects
Editable Climbable Pipe.gif
This pipe is a modular and scalable object that lets the player climb up a vertical surface

Create traversal objects that would be scalable and tunable by other designers.

  • Climbable Pipes - ​allowed the players to move vertically along a surface 

Weapons and Weapon Systems 
Several clips of the different fire modes shooting unique projectiles that take out enemy NPCs in different ways 

Prototype weapons logic, feedback, AR elements

  • Pistol

    • Prototypes pistol fire patterns and fire modes

    • Set up finite state machines to execute weapon logic, play feedback effects, and animation states

    • Edit Projectiles to behave differently according to fire mode

      • Taser Mode - Stun Rounds​

      • Tracker Mode - Seeker Rounds​

      • Penetrator Rounds - Shoot Through Surfaces

Reactive World Objects
Explosice Fire hidrent.gif
The player shooting a fire extinguisher that explodes and stuns an enemy NPC, leaving them open for the player to take down

I prototyped and hardened several shootable environmental objects  

  • Level Actors that respond to being shot and then AOE effects​

    • Fire extinguisher​

    • Explosive barrel​​

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