The progress journal of one video game designer.
Showing posts with label job. Show all posts
Showing posts with label job. Show all posts

5.02.2008

Shocking


It's a bit belated, but I can finally share the news: about a month ago I started as a designer at 2K Marin, working on BioShock 2.

Building a career in the games industry feels weirdly analogous to dating: a process of finding a studio that you're right for, and who's also right for you. My early flings as a tester were never meant to be long-term, and my first serious relationship with TimeGate was good while it lasted, but a long-distance arrangement just didn't turn out to be what I was looking for. Now it feels like I somehow stumbled into catching the prom queen's eye, and we're getting along great so far. Hopefully it'll be a while before she realizes she's totally out of my league.

As a studio, 2K Marin seems to be just what I was looking for: a group of super-talented people, working on a property I love, who are 100% invested in the design philosophy that drives me. I have conversations at the office daily about gaming and design that I'm only used to having with like-minded friends or on this blog, which is an amazing place to be at with your day job.

I have an enormous amount to learn from my new colleagues here, and I only hope I'll be able to absorb some of their knowledge and creativity, and feed that back into my work. As a gamer and designer, being involved with the next BioShock is thrilling. I'll try not to let anyone down.

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2.14.2008

Work

A long time ago, I promised to share the specific elements of Perseus Mandate that I was responsible for.

I came into the project more than halfway through its life cycle. The entire single-player campaign was set in stone. My duties were primarily to A) bring various campaign levels from alpha or beta quality up to final state, and B) to create original maps for the Instant Action gametype.

First I'll share the original levels I built.

Instant Action

The Instant Action gametype made its first appearance in the 360 port of the original FEAR. These are standalone maps unrelated to the single-player campaign, which allow you to simply blast through a bunch of FEAR's combat without narrative elements to slow down the pacing. I was assigned to create three Instant Action maps (or "Bonus Maps" as they were called in the PC version.) One was based heavily off of an original design by Ian Shephard, so I don't consider it "my map" any more than the levels that I worked on from the single-player campaign.

But I created two other Instant Action maps from the ground up, handling all stages of development from original concept to final visuals and bugfixing. They were sort of "concept maps:" 'Sprint' and 'Arena.'

Sprint

This map eliminates all elements of exploration and equipment scavenging. Instead it focuses on an extremely focused linear path with checkpoints along the way at which the player can refill without slowing down. The challenge is to complete the "track" as quickly as possible, dropping each enemy as efficiently as possible so that you can cross the finish line without breaking stride.

Upon playing the demo of The Club, I felt that their game structure was a much more involved version of my concept for Sprint. Obviously the two productions were each developed completely independently of one another, but it felt validating to see another studio executing on the concept fully.




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Amanda Stewart performed an environment art pass on this map. The setting for Sprint is a bright, clean office complex, lit throughout by skylights. This environment was chosen to emphasize the focus on precise execution of your run, and to avoid enemies getting lost in the shadows. One battle does take place in the basement/generator room underneath the building.
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Arena

This map is the opposite of Sprint: it's a large, enclosed courtyard-- basically a single, open-plan room-- that gets invaded by wave after wave of enemies. The player must survive until the final enemy is killed. The checkpoint system reappears, by way of supply crates that are periodically dropped by planes flying overhead in a very arcadey fashion. The player kills waves of enemies, restocks at the supply drop points in the corners of the map, then continues the cycle.




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Again, the player's goal is to clear the map in the fastest possible time. My focus was to create exciting, open-ended combat in a dynamic space; challenge the player to maintain awareness of his surroundings at all times; and include some excellent destructible elements in the final battle, once the arena had served its purpose. So at the end of the level, the huge "Power Armor XP" mecha is dropped from a helicopter and crashes through the sculpture in the center of the map, then can smash through the surrounding concrete arches to chase the player.



Amanda Stewart provided the standing lamp and destroyed arch art assets.My favorite detail of the map is the large clock on the north wall, which runs in real time. I was actually surprised at how nicely the visuals turned out, since I was responsible for all the geometry and texture placement on the buildings surrounding the courtyard (I am a level designer, not a world artist.) The modernist sculpture in the center was also fun to build, and to blow up.

Single-player

I was responsible for adjusting gameplay elements, event scripting, tuning, performance, and visuals in a handful of the single-player campaign maps, but I don't feel like I "owned" any of that content. If my fellow LDs laid the foundation and built the frame, I just put up the drywall and gave it a couple coats of paint. These levels included the abandoned Underground, the sewers/subway following the Underground, and the mining facility, as well as a good deal of work on the final level of the game.

One area of the single-player campaign that I did feel some ownership over was the freight tunnel that preceded the mines. The player rides an elevator down into the large subterranean freight tunnel, and accompanies an NPC through it. I was handed the shell geometry, and built the visual look of the area:


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Tom Hanrahan (late of TimeGate, now of Monolith) provided the layout and shell geometry. Art assets come from the original FEAR, as well as the TimeGate art department. I placed the textures and art prefabs, provided final detail geometry, built the large pipes along the ceiling, and lit the space. The dusty fog of the volumetric lights really sells the scene, but unfortunately it only appears on the PC version; we cut volumetrics altogether from the 360 version for performance reasons.

Moments

Throughout the campaign, I was asked to go in and add some unique moments-- scares, scripted events or enemy encounters. While I only felt like a guest in the other guys' levels, the events that I added were themselves entirely of my own conception and execution. Spoilers ahead; here are some unique moments I snuck into the game proper:

Data Core Vision

During the first act, the player works his way through the ATC's Data Core facility. The main shaft runs many stories vertically through the center of the building; as the player criss-crosses through the level, he passes through the main shaft a number of times. The first couple times you pass through, it looks like this:



After becoming familiar with the environment, you pass through a final time, and are confronted with this scene:



The Data Core environment was built by Jim Kneuper, and the cloning pod assets were provided by TimeGate art department. The scene did what I wanted-- you feel frantic and distressed as you try to escape from the horrible machine, then disoriented as everything is suddenly back to normal. Jim said it's his favorite part of the level, which tends to make one feel good.

Foreshadowing of Chen's Fate

As the player presses through the sewers under the city, he suddenly finds himself in an unfamiliar place: a strange industrial facility. He's greeted by his squadmate, Chen... but the vision ends with an image that implies things might not end well for the good lieutenant.



Art assets provided by TimeGate art department. I built the industrial facility environment and scripted the sequence, as well as the transition out of and back into the sewers. The sewers were built by Jim Kneuper. The idea was for an attentive player to suddenly remember this scene far down the road when Chen finally meets his end, and to foster that spark of realization when the two scenes click.

The Abandoned Hobo Camp

Before exiting the sewers, the player encounters a makeshift barricade of sheetmetal and cast-off home furnishings. Enemies burst through with breaching charges, sending debris flying. Upon further inspection you find mattresses and a flaming barrel; apparently vagrants had set up a small shanty here.



I placed all the set dec and scripted the enemy encounter. This event was originally created for the Perseus Mandate demo, and was integrated into the campaign proper. The level was built built by Jim Kneuper.

Chen Disappears

After a large explosion rocks the city, the player takes refuge in the abandoned Underground. He and Chen are separated from the rest of the squad. They must hurry to get back topside. The player follows Chen, until the inexplicable happens.



Shane Paluski (late of TimeGate, now of Remedy) is responsible for the scripting in the initial monologue, as well as the overall visual look of the Underground. My role was to make the player follow Chen for a bit, as this segment has originally been solo. I wanted to show off as much of the partner AI's range of motion as possible, so I had Chen ducking under obstructions, tumbling through windows, and sliding over tables. I had the player's vision distort and Chen dissolve into ash, leaving the player to wonder if he'd even really been there in the first place.

Window Surprise

While working your way back up from the Underground, the player comes across a small ammo cache in a side room.



Bruce Locke built this level. This little event I stuck in is a cheap scare, but one that's apparently effective. It's especially satisfying putting these kinds of shocks into the game late in development. A tester in QA has become completely familiar with the map, having played through it dozens of times; then one day you hear him literally scream as a scare sequence suddenly pops up somewhere it hadn't been before. Priceless.

Interrupted Firing Squad

When Paxton Fettel is killed, his platoon of Replica soldiers goes dormant, instantly falling into hibernation where they stood. As evidenced by scenes throughout the FEAR games, Replica forces tend to purge their surroundings of any civilian life. This gave me an idea for a grimly humorous little tableau:



Bruce Locke built the level. At this spot, I placed a squad of Replicas that was in the midst of executing a group of civilians, firing squad-style, when Fettel's death pulled the plug on their consciousness. The guy on the far left was seconds from meeting his maker like his two unfortunate friends, when out of nowhere the Replicas just dropped what they were doing and went to sleep. As you can see, the mental stress left the survivor trembling in a quite a state.

Wicked Witch

Finally, a little flourish I added to a scene I'd become way too familiar with while working on the game. After the player goes through enormous amounts of trouble to apprehend one Gavin Morrison, the guy is up and crushed to death in one of Alma's psychic freak-outs. I wasn't responsible for this scene, except for one small bit at the end.



Shane Paluski scripted the scene. It's messed up, but also kind of funny: I mean it's only one step away from a piano falling on the dude. So I added the skid motion to the truck after it lands, and left poor Morrison's feet sticking out from underneath. More than a couple people suggested his toes should curl up when you look at them. I'm glad this little touch made it into the final product.



So, those are my personal contributions to the game, along with the less tangible finishing work I did throughout. My time spent working on it was incredibly fun, rewarding, and challenging. Less than a year ago I was a tester; now I can point to stuff in a retail video game and say "I made that." Which is nice.

Anyway, enough about my day job! Thanks for bearing with me.

Oh, and happy Valentine's Day.

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11.27.2007

Soldier

I read a quote last night in The Cage by Kenzo Kitakata:

"What good is a soldier who doesn't want a medal?"

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11.08.2007

Retail

It's official: my first title as professional level designer has reached retail store shelves.


It was cool seeing the preorder signs and boxes in EB last week, and I'll pop in next time I'm near one to see the genuine article in person, shake the box around, hear the discs rattle. It's a modest accomplishment-- Perseus Mandate/F.E.A.R. Files isn't a release with anywhere near the profile of Call of Duty 4 or Gears of War-- but in the two years since I started this blog, I have gone from temp-hire game tester to full-time level designer with a shipped title under his belt. I'm proud to be able to say that. It's what I set out to do, and I hope that this will be the first of many titles with my name in the credits.

The low profile of the title means it hasn't received many reviews of yet; other factors have kept the reviewers from being too kind. Perseus Mandate is taking a bit of a beating, while F.E.A.R Files is doing a little better, no doubt bolstered by the added value of Extraction Point being included in the box. Innumerable factors result in the final state of a game at release, much less the review scores of that game, but I stand by my work on the title, and am proud to have been a part of something that I hope will bring some players a good deal of enjoyment during their time with it. As a fledgling designer, one who is only a single member of the design team and who was brought onboard less than 6 months before we went gold, I can only take some small amount of credit for our successes with the game, and a small amount of responsibility for our failings. I also hope that as more reviews trickle in, those Metacritic averages might creep upwards a bit.

We're digging in our heels and revving up pre-production for our next big, unannounced title. Here's hoping that with more resources of all kinds at our disposal, we'll be able to use the lessons learned from Perseus Mandate and deliver something truly outstanding!

In the meantime, if you do pick up Perseus Mandate or F.E.A.R. Files, pop open Instant Action: Sprint or Instant Action: Arena to play the two levels which are entirely my own, from concept to final polish. I am also largely responsible for Instant Action: Clinic, though I built it up from a base created by fellow level designer/former QA tester Ian Shepherd. My hand is visible throughout the campaign as well, though none of the level layouts or meta-elements are mine; only finishing and polishing. I'll have images and video of the material I'm directly responsible for sometime in the near future, for the curious.

Cheers!

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10.09.2007

Demo

The playable demo for F.E.A.R.: Perseus Mandate, a standalone expansion by TimeGate studios, has been released!

I was responsible for creating this demo, but most of the content isn't mine. I grabbed large sections from one level created by Shane Paluski and another by James Kneuper, a nightmare sequence from one of Sam Villareal's levels, stitched them all together, cleaned up some elements, added more of my own (including the final room,) did a bunch of bugfixing, and voila, there we have it: one playable demo that is truly a team effort.

I'm happy with all our work on the demo. It's a fun little playthrough, looks nice, and does a good job of illustrating what Perseus Mandate is all about. I hope that if you're a F.E.A.R. fan looking forward to the expansion, or just a gamer who happens to try it out on a whim, that you enjoy the experience we've put together.

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9.06.2007

Home

Official update: I'm moving back to San Francisco, and I'm taking my job with me.

It's been almost six months now that I've lived in Sugar Land, 2000 miles away from Rachel. Work on Perseus Mandate is wrapping up, and I need to get back home. Rachel and I have both spent enough of our lives in a long-distance relationship.

I told TimeGate I had to get back to San Francisco by September, and they said, "Why don't you do that, and keep working for us from there?" So, I move back on the 16th and immediately start working remotely for TimeGate from my apartment. I'll maintain all my responsibilities but submit my work online, and be flown on-site every once in a while to collaborate directly in the office.

I have high hopes for the setup. I think I'll be very productive at home, and that my communication online and over the phone with my cohorts back in Texas will be effective. I'll look forward to my occasional visits to the office as well-- as I mentioned to the people here, it will be much more realistic for me to have a long-distance relationship with my office than my girlfriend. That much I'm sure of.

In any case, it's been a good but difficult six months. Here's hoping that the next six are even better, and much easier to live with. San Francisco, I'm coming home.

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7.11.2007

Announced

The project I'm working on at TimeGate has been officially announced. It's F.E.A.R.: Perseus Mandate, a new standalone expansion for F.E.A.R. Not much concrete info has been released yet, but I was responsible for the demo level that's going to be shown later this week during E3, so my work will be the first public face of Perseus Mandate. Like the earlier F.E.A.R. demos, this one is a compilation of bits and pieces from the single-player campaign, grafted together into one continuous level, with a little polish and additional content provided by yours truly. So, most of the core content was created by my fellow LD's here at TimeGate; I just chose, arranged, and finished parts of their work to act as a showcase for what's new in this expansion.

I haven't got a whole lot else to say about it at this point, beside that I'm proud to have been given the responsibility of debuting our product to the world, and that I hope its public reception is positive. Unfortunately I won't be able to show much of my own work on the project until the game ships, but I'll try to give some sort of behind-the-scenes look at the demo creation process once it's been shown to the press.

F.E.A.R.: Perseus Mandate-- my first title as a designer!

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3.12.2007

Texas

Greetings from Sugar Land, Texas.

I've made the move and it's my first day at TimeGate. The project I'm working on seems to have a really solid groundwork laid for us level designers, and I'm looking forward to digging into the work.

Being in Texas is a sort of culture shock deja vu. I'm from Florida before I moved to the west coast 6 years ago, and this big, flat, hot, Republican suburban sprawl is a little uncomfortably familiar. On the way in from the airport, I saw a Support the Troops yellow ribbon bumper sticker, the loop of which was replaced with a cut-out of a Christian cross, on the back of an SUV. My first day included The Cheesecake Factory for lunch and Chili's for dinner. I'm just trying to keep my head low.

I'm planning to write up my impressions from GDC soon. There's a lot of ground to cover there, and hopefully I'll start on it when I get home. But for now, I'm off to complete my first day as a level designer.

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2.21.2007

Pro

Official announcement:

I will begin work as a level designer at TimeGate Studios on March 12th!

TimeGate's most recent release was Extraction Point, the official expansion pack for F.E.A.R. Considering my work with WorldEdit and the F.E.A.R. maps I've released, I would say that TimeGate and I are a pretty good match :-)

TimeGate has been on the scene since the late 90's, gaining prominence with the Kohan series of RTS games before switching gears with the release of Extraction Point. I was very impressed with my playthrough of the expansion, which recently won PC Gamer Magazine's Expansion of the Year 2006 award. It's a great team of guys there and I'm excited about the project.

I'll be moving to Texas immediately after GDC. I'll miss being in the Bay Area with Rachel and everyone else I know here, but I feel like taking on this new role will be worth it.

I hope to find the time to release BENEATH pt. 2, which is not so far from completion at this point. I'd like to make it a priority, as I'd hate to see this go unfinished, since I'm excited about how I plan to finish up the story.

In any case, with this move I'll be a professional designer, which just makes me happy beyond words. I'll keep this blog up to date with how it all works out. Thanks to everyone who's provided me with the encouragement and support to do this thing. Lone star state, here I come :-)

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