Canceled Project – KingsIsle Entertainment

Canceled Project - KingsIsle Entertainment

Company: KingsIsle Entertainment
Job Title: Senior Game Designer
Editor/Engine: Proprietary
Other Tools/Languages: Perl
Start/End Dates: May 2012 – December 2014
Primary Duties:

  • Implemented combat and non-combat quest content using proprietary tools.
  • Parsed useful game data using Perl to debug and track problematic issues.
  • Documented implementation standards, wrote tutorials and trained other staff.
The Vertical Take-Off and Landing State Object
The Vertical Take Off and Landing or VTOL Carrier was a very large state object consisting of the flying vehicle model as well as 2 shipping crates. This state object needed to be implemented in a specific way for the player to transition between two different locations in the game.


What I was responsible for:
• Implementation of state object in the scene.
• Scripting of state object animations based on trigger volumes and player state.
• Scripting of interactable based on state object animation.
• All environment collision and scene entry/exit teleportation mechanics.
• All cinematic camera work.

Psychic Mentor Intro Cinematic
An introduction to a mentor that had psychic powers. The cinematic is actually 2 different state objects being triggered via scripting.


What I was responsible for:
• Implementation of state object in the scene.
• Scripting of state object animations based on trigger volumes and player state.
• All environment collision and scene entry/exit teleportation mechanics.
• All cinematic camera work.

Vigilante Mentor Intro Cinematic
The Vigilante Cinematic involved 3 separately placed and scripted state objects that have to be placed at specific locations in the room to work properly.


What I was responsible for:
• Implementation of 3 state objects in the scene.
• Scripting of state object animations based on trigger volumes and player state.
• All environment collision and scene entry/exit teleportation mechanics.
• All cinematic camera work.

Speedster Mentor Intro Cinematic
Early implementation of a cinematic for the Speedster Mentor.


What I was responsible for:
• Implementation of state object in the scene.
• Scripting of state object animations based on trigger volumes and player state.
• All environment collision and scene entry/exit teleportation mechanics.
• All cinematic camera work.

Pyro Mentor Intro Cinematic
Early implementation of a cinematic for the Pyro Mentor.


What I was responsible for:
• Implementation of state object in the scene.
• Scripting of state object animations based on trigger volumes and player state.
• All environment collision and scene entry/exit teleportation mechanics.
• All cinematic camera work.

The General's Intro Cinematic
An introduction to a NPC quest giver. In the cinematic she is a state object triggered by a trigger volume.


What I was responsible for:
• Implementation of state object in the scene.
• Scripting of state object animations based on trigger volumes and player state.
• All environment collision and scene entry/exit teleportation mechanics.
• All cinematic camera work.

Sleep Center Fight
The Sleep Center Fight was an interior encounter where a nefarious villain had harnessed people's nightmares to manifest enemies to defeat the player. This introductory fight included a creature state object that breaks through a wall in the interior followed by combat.


What I was responsible for:
• Implementation of state object in the scene.
• Scripting of state object animations based on trigger volumes and player state.
• All combat scripting and battle board set up.
• All environment collision and scene entry/exit teleportation mechanics.

Deirdre State Object
The writers wanted to show a non-player character walk away, really slowly, when the player successfully rescued her from nearby enemies. The problem was that non-combat character models actually had no walk animations...so instead, a state object was used to fake the whole experience.


What I was responsible for:
• Implementation of state object in the scene.
• Scripting of state object animations based on question progression.

Robots Serve
A test room I created to verify that specific features worked and continued to work during development. Functionality such as cinematic cameras, culling/not culling of player characters and scripted animations would often break and this room provided an easy way to verify. Who says you can make a fun test room?


What I was responsible for:
• Implementation of character models as state objects.
• Implementation of music and cinematic camera work.

Activating Spawner From Combat
This was an early proof of concept that showed enemies could be added to combat on the battle board after combat had been started. Ideally this would have been used to add enemies to a battle board in the event friendly players jumped in to help.


What I was responsible for:
• Implementation of all the combat scripting.

The Guide Object
The Guide Object was another proof of concept that would involve design creating a translucent version of the final model in place to give the player a better indication where objects should be dropped.


What I was responsible for:
• Creation of the translucent model using shaders.
• Implementation of scripting that hid the translucent model and revealed the final model in its place.