At an early point in development, I was given the responsibility of designing and implementing the Broadway Emporium main mission. At the time I was given a lot of freedom regarding the narrative and moment-to-moment gameplay of the mission, and I’m pleased to say that most of the ideas I suggested in those early concept stages have made it into the final version of the game.
Although some of the narrative structure has been adapted since I handed the mission on to another team, the broad beats of the mission objectives and the whitebox layout of the store remains largely unchanged.
This location was always intended to be a visually arresting space with its burning Christmas tree the centre piece amidst the aisles of looted jewellery and fragrance counters. More than that, it serves as a key piece of the story in determining the origins of the virus, as well as the motivations of the Cleaner faction in the game.
As a Mission Designer/Level Designer on Watch Dogs, I was responsible for the design and creation of a number of driving based side missions called Fixer Contracts.
Transporter contracts were designed to be fast paced vehicle delivery missions that encouraged exploration, parkour and the use of the city’s many shortcuts in order to achieve the fastest delivery times for leaderboards. Adding to the challenge, players had to ensure that damage to the vehicle was kept to a minimum to avoid failure, providing an additional test of their driving skills with high risk/rewards.
Speed through the city and push your driving skills to the max, attracting the attention of the police and CtOS whilst the Fixer uses the distraction for their hacking activities. Designed to take players on high intensity routes that capitalised on the many stunt opportunities throughout the city, these contracts get progressively more challenging as the police close in on you with all their force.
Driver: San Francisco is the critically acclaimed follow up in the Driver franchise that sees the return of Tanner as he pursues wanted criminal Jericho across the city of classic car chases. The game introduces the innovative new Shift feature that allows players to instantly jump into the driving seat of any car in the city to offer a fresh new perspective on the driving game genre.
As a Level Designer and Mission Scripter on Driver: San Francisco I was responsible for designing, producing and maintaining the majority of the side mission content in the single-player campaign which included:
I was responsible for scripting and designing the 2010 E3 demo for the game that would serve as the first public announcement of the project. I was also chosen as a representative of the company to exhibit the demo live on the E3 show floor in the VIP booth during the conference’s duration.