Battlefield 4 (PC / XBOX ONE / XBOX 360 / PS4 / PS3) Released: Oct 29 2013

Mission Scripter      

 

Responsibilities:                                                                   

  • Designed / implemented missions for BF4’s single player campaign

  • Scripting Enemy introductions and patrols including vehicle scripting

  • Mission pacing and balancing

  • Geometry layout and item placement

  • V.O. scripting

  • Prototyped action and stealth play styles as well as tank and helicopter boss fights 

My focus on this title was to create open the spaces and offer a wide range of solutions to combat.

 

Scripting readable enemy movement patterns before combat and creating spaces to get an overview of the encounter ahead were key elements in the design of my missions. Player's want to be able to make informed decisions about the challenges ahead and giving them the opportunity to do so was my main objective. 

The video below is a walkthrough of "Tashgar", one of two maps I helped create and implement from the beginning. The focus of this map was to open up gameplay spaces and have multiple ways of completing each encounter. 

Gallery
South China Sea - Encounter Design

South China Sea - Encounter Design

Designed and implemented combat encounter, modeled layout geometry for this short but intense fight intended to drive the player forward to the epic ship break.

South China Sea

South China Sea

The epic hull break at the end of the intel room encounter.

Tashgar - Open Encounter Design

Tashgar - Open Encounter Design

This level focused on Urban and suburban firefights in an expansive city. Focus on player choice and creating options for creative players.

Shanghai Roof Encounter - Defend

Shanghai Roof Encounter - Defend

Many times during the campaign, players are forced to constantly move forward. This encounter was to corner the player and force a defense spec ops forces.

Transitional Scripting and VO

Transitional Scripting and VO

Scripting story beats and V.O. during transitional areas. Focusing on pacing story with action beats. Finding a balance between core story and personal story arcs.

Terrence M. Cronin

Game Designer

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