Perfect Dark
Crystal Dynamics ◦ The Initiative ◦ First-Person Shooter ◦ Unreal Engine 5 ◦ 2022 - 2025

Role on Project: Lead AI/Enemy Designer
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Strike Team Leadership
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Oversight and management of internal and co-dev designers, from junior to senior. Trained new designers on development tools and systems, reviewed their content and scripting, and provided constructive feedback on short and long-term goals.
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Manager of the AI strike team's feature backlog and roadmap, working to establish milestone goals, conditions of satisfaction for sprint tasking, and the long-term roadmap for all disciplines.
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Key stakeholder in cross-team communication, aligning on focuses, vision, and dependencies with other department leads and producers and triaging the team's work relative to complex collaborative goals.
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Cross-team collaboration on many core combat and non-combat features, including the AI's reactivity to and interaction with a wide variety of player weapons, gadgets, special abilities, and synced animations.
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AI Combat and Stealth Design
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Design, implementation, and oversight of enemy ranged, melee, and defensive combat behaviors, enemy weapons, and enemy archetypes.
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Design, implementation, and oversight of enemy and civilian stealth behavior and reactivity, including perception systems, reactive animations and barks, and complex search behaviors.
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Key facilitator of many cross-team features and initiatives that span all of core gameplay, including the health and damage, hit reaction, and status effect pipelines.
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Creation and management of design documentation spanning all needs for AI combat and pre-combat behavior, as well as creation of tutorials for new devs to learn tools and systems.
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Technical Design
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Created expansive testing gyms and tools for all major AI gameplay features and systems.
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Directly prototyped and/or fully implemented numerous gameplay features across stealth, combat, AI behavior, and level tools.
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Regular C++ debugging for gameplay systems to either help track down the source of issues or often make direct programming fixes to address bugs or design needs.
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System support for the level design team, including the development of spawner, encounter management, and scripting tools that eliminated the requirement of using level blueprint graphs.
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