Battlefield 4 (PC / XBOX ONE / XBOX 360 / PS4 / PS3) Released: Oct 29 2013
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
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.
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
The epic hull break at the end of the intel room encounter.
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
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
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.