level designer

max payne 3

THIRD person shooter || Rockstar advanced game engine || may 15, 2012

scripter || NOVEMBER 2009 – JULY 2012

.I joined the Rockstar Vancouver team in 2009 as a mission scripter working on the single player campaign for Max Payne 3. Working in Rockstar’s proprietary engine, I was responsible for designing and scripting several missions across the game from early design to finalling, as well as supporting several others in later development. In addition to my work directly on the missions, I worked as a technical specialist among the mission designers, supporting the other designers with technical work and building systems for playing cinematics and non-standard gameplay.

Responsibilities

  • Primary mission designer on several missions, and significantly contributed to numerous others
  • Supported other designers through writing scripting libraries to standardize common tasks and wrap engine functions.
  • Wrote a system for loading, playing, and managing cinematics in a standardized manner to speed development, reduce bugs, and make backend changes more efficient.
  • Worked with animation and gameplay programmers to design and implement non-standard gameplay like the Stadium sniper sequence, the rooftop helicopter rail shooter, and others.
  • Provided technical support to other designers in problem solving and technical design.

During the development of the Stadium level, it was decided by leadership that the companion AI for the Passos character was not high enough fidelity for the game and I was tasked with building an animation-driven solution. I learned the game’s animation pipeline with support from the animation team, processed mocap data into the game, and built the character’s behaviour across the level. In addition to the scripted path and stitched together animation I built functionality for the character to react to being obstructed by the player, entering and exiting cover, and shooting at enemies.

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