Canceled Project – KingsIsle Entertainment
Company: KingsIsle Entertainment
Job Title: Senior Game Designer
Other Tools/Languages: Perl
Start/End Dates: May 2012 – December 2014
- 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.
|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.
|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.
|Speedster Mentor Intro Cinematic|
Early implementation of a cinematic for the Speedster Mentor.
|Pyro Mentor Intro Cinematic|
Early implementation of a cinematic for the Pyro Mentor.
|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.
|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.
|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.
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?
|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.
|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.