Below are some clips and screenshot albums showcasing some of my design work from published titles.
|Metal Gear Solid V|
* Nota bene – the Uncharted streams are from The Nathan Drake Collection because 1080P and 60fps are just too sexy. I can’t wait for the 4K 120fps PS5 version.
Metal Gear Online 3.0 / Metal Gear Solid V: The Phantom Pain (2015 / Multiplatform)
Here’s the launch trailer for the next iteration of Metal Gear Online, a challenging project that (hopefully) stays true to the spirit of MGO and compliments the updates to the formula from MGSV:TPP single-player.
The Tokyo Game Show 2015 trailer provides a closer look at the avatar system, classes, unique characters and the Bounty Hunter mission – our Metal Gear spin on team deathmatch.
The Last of Us (2013 / PS3)
Here’s a nice walkthrough of my Lakeside multiplayer map courtesy of ND’s David (Dball) Ballard. A lot of attention was devoted to sight lines because Dball and I really enjoy shooting one another in the face.
Uncharted 3: Drake’s Deception (2011 / PS3)
Chapters 2 and 3 (Greatness from Small Beginnings and Second-Story Work)
The Colombian flashback reveals how Drake and Sully became friends, while providing a tutorial on basic climbing and cover mechanics. It also strives to capture some of the feeling of being an adolescent in an unfamiliar place.
Chapters 8 and 9 (The Citadel and The Middle Way)
The Syria missions mix puzzle solving and large scale combat in classic Uncharted fashion. They were also used in the cooperative game mode. Design and scripting can be challenging when multiple ‘friendlies’ are involved.
As an added bonus, this capture is a speed run performed with Donut Drake. Nolan probably hates how his voice changes.
Uncharted 2: Among Thieves (2009 / PS3)
Chapter 1 (A Rock and a Hard Place)
The introductory flashforward to the train climb was a very deliberate attempt to make the basic traversal mechanics tutorial suspenseful and start the game off with a huge bang. All in all, I’m very pleased with how it turned out and it was a great opportunity to go crazy with Naughty Dog’s amazing camera tools.
Here’s a shot of my train climb sequence on display at the Smithsonian’s 2012 Art of Games exhibit as a next-gen example of Advances in Mechanics!
Chapter 2 (Breaking and Entering)
Another attempt at keeping tutorials fresh, this time combining stealth take downs with a heist in Turkey.
Chapter 15 (Train-wrecked)
Later in the game, the narrative flashes forward to the train wreck as Drake engages numerous enemies amidst the cars strewn about the cliff. A lot of effort went into allowing multiple approaches to the combat and creating unique sight lines when targeting.
Condemned 2: Bloodshot (2008 / PS3 and Xbox 360)
Black Lake Lodge
Here’s a video of some guys playing through my bear chase sequence from Condemned 2. I designed the sequence, scripted the AI, modeled the world geometry, lit the scene and handled performance. I also set up the Havok-simulated doors and chest that Smokey explodes through. Materials and detail geometry by the incomparable A. Lampa. Enjoy. Big thanks to the guys that posted this clip! The audio destroys me.
Condemned: Criminal Origins (2005 / Xbox 360 and PC)
Under the Tracks