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Perfect Dark

Crystal Dynamics ◦ The Initiative ◦ First-Person Shooter ◦ Unreal Engine 5 ◦ 2022 - 2025
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Role on Project: Lead AI/Enemy Designer

  • Strike Team Leadership​​​

    • ​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.

    • 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.

    • 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. 

    • 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​​​​

    • Design, implementation, and oversight of enemy ranged, melee, and defensive combat behaviors, enemy weapons, and enemy archetypes.

    • Design, implementation, and oversight of enemy and civilian stealth behavior and reactivity, including perception systems, reactive animations and barks, and complex search behaviors.​​

    • 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.

    • 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.

  • Technical Design​​​​​

    • Created expansive testing gyms and tools for all major AI gameplay features and systems.

    • Directly prototyped and/or fully implemented numerous gameplay features across stealth, combat, AI behavior, and level tools.

    • 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.

    • 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.

Role on Project
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