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Days Gone

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Role:
Mission Designer
Contributions:
Mission scripting                Layout design
Design documentation      Environment building

Missions

Missions consist of cinematic and scripted gameplay sequences. I planned, built, and maintained missions that focused combat, stealth, and boss encounters. I provided design, scripting, and bug fixing support for other missions as well. 

PLAYING ALL NIGHT (Combat + Boss Fight)

I designed the Ripper checkpoint combat, riding path, cover layout, and plane crash site layout. An issue I overcame with the Ripper encounter was making a cover layout that provided enough breathing room for the player while being spacious enough to drive through on the bike. The crash site became a much more engaging battlefield after I added pinch points and open areas in a way that influenced players to kite the breaker near objects in the environment that can be used against him. I helped improve the Breaker intro vignette through collaboration with animation on framing and camera motion. 

DON'T GIVE ME ORDERS (Stealth/Combat)

I was given this mission with the intent that it'd compliment the player's style whether it be loud or quiet. Initially, my layout design was vastly open and eventually became a more focused path that provided multiple routes derived from play patterns. I scripted buddy take-downs (new gameplay using existing assets) to reward the player for being stealthy while providing cover down the main path to incentivize shootouts along that route.

TIME FOR SOME PAYBACK (Combat)

Initially designed as an free-flow assault on a stronghold, this mission underwent many iterations that focused combat and subtle player guidance. I designed the layout, built level geometry, and scripted the gameplay sequences in this mission.

YOU COULDN'T STOP SHAKING (Combat)

Planned and built combat encounters that featured escalation with varying factions. Handled scripting and combat iteration from concept to launch.

I'M GOOD WITH THAT (Boss Fight)

Designed, iterated, and scripted boss fight concepts/behaviors. Collaborated with lead combat designer to finalize attack patterns. Brought from concept to beta in ~5 weeks. (Documentation below)

DO YOU HAVE MY BACK? (Combat)

This mission is intended to help strengthen the relationship with Iron Mike and show off the horde. To that end, I designed and implemented the combat encounters to include the buddy in a way that allows them to help Deacon without stealing the show. Making marauders fend off the horde and allowing players to break the set-piece was made possible through close collaboration with Engineering. Using AI scripting, I was able to lead enemies into the space that's easy to identify and progressively more difficult to take on.

THAT'S WHEN I KNEW (Combat)

Designed and scripted combat that utilizes the buddy alongside Deacon. Iterated on combat until complete then polished until design lock.

YOU SEE WHAT THEY DID (Walk+Talk)

Designed and iterated on mission path through a enemy infested town. Maintained design and scripting (VO, objectives, vignettes) from concept to launch.

NO BEGINNING AND NO END (Stealth/Combat)

Designed and iterated on cover layout and combat encounters. Scripted cinematic events, combat encounters, and VO.

SHADOW OF DEATH (Stealth)

Collaborated with Artists on The Ark's layout to create an satisfying stealth path. Designed stealth and buddy sequences. Maintained mission until design lock and provided addition support after.

I NEED YOUR HELP (Chase/Stealth)

Collaborated with artists to shape landscape for exciting bike paths to ride while chasing helicopter. Designed, iterated, and scripted helicopter chase. Implemented NERO patrol routes. Designed cover/stealth bush layout.

MOMENTS OF LUCIDITY (Stealth)

Improved patrol paths and handled scripting until hand-off. Provided additional scripting support until launch.

YOU TWISTED MY ARM (Stealth)

Designed and built stealth layouts. Iterated on hiding locations and NERO patrols until hand-off. Provided scripting support until launch.

FLOW LIKE BURIED RIVERS (Stealth/Walk+Talk)

Revised path following horde. Handled scripting (VO, Objectives, Horde, vignettes).

IT'S A RIFLE, NOT A GUN (Tutorial)

Iterated on mission flow and handled scripting (VO, objectives, vignettes).

BETTER TO LIGHT ONE CANDLE

Developed and maintained earlier iterations before hand-off. Provided additional scripting support through ship.

OUT OF NOWHERE

Handled mission flow, enemy placement, tracking beat, and scripting (VO, objectives, vignettes).

DRINKING HIMSELF TO DEATH

Provided additional scripting support.

Story Jobs

Story Jobs are similar to missions, but differentiate themselves by playing out in an active open-world. I worked on some jobs from concept to completion and assisted in bringing existing jobs to completion.

I DON'T WANNA HANG

Designed mission flow, tracking sequences, combat encounter, and vignette. Maintained mission from concept to launch.

ABOUT BOOZERS ARM

Implemented objective item population and tracking sequence. Maintained job from concept to launch.

BUGGED THE HELL OUT

Designed NERO checkpoint layout. Scripted vignettes, objectives, VO, and alternate outcomes based on player actions.

SHERMAN'S CAMP IS CRAWLING

Familiarized myself with existing logic and maintained gameplay until launch.

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