Game Designer
Batman: Arkham Shadow
Background
Chapter 1 Work
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When I first join the company, I worked on this chapter where I was assigned a subset of levels to improve and iterate on.
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From the walkthrough above timestamp at 1:17:07, this was the start of my level work back then and ends at 1:23:23.
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Iterated on the spacing of the alleyway as well as the setup for the combat encounter and the encounter itself.
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Scripted out the trail that players follow to chase after Shride and iterated on climbing, grapple, and glide puzzle level encounter to follow the trail.
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Worked on the setup of the predator encounter with the encounter itself, this was the encounter where I encouraged enemy barks early on.
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From the walkthrough at 1:45:17, I worked on an early rough version of this scene where Batman interrogates Shride.
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Additional work I did was identifying and fixing some bugs within the Jezebel Guns predator encounter (40:43).
Chapter 2 Work
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In the walkthrough above on 10:59, I iterated on all the NPCs within this room where I setup the characters' dialogues, trigger setups, and rough version of animations.
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Worked on very early version of The Yard level (30:12) where I setup spots of the space where Matches would get a feel for the prison open space here.
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Created a very early version of the whole cinematic with sneak and combat encounter, following Falcone and Bolton, leading to being sent to infirmary at 39:15.
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Worked on many various parts of the in-progress versions of Max Security level (1:16:18) with some of its combat encounters and puzzle encounters in the space.
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Scripted a unique tutorial encounter in this chapter before and after getting the explosive gel but it was cut.
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Chapter 3 Work
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On 9:58 of the walkthrough above, I worked on the NPCs within this room by setting up the characters' dialogues, trigger setups, and rough animations.
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Iterated on in-progress version of this space at 1:37:22 which ends on the entrance of the chapel, designing the space for exploration and creating a cinematic scene and unique combat encounter that both were cut from final version.
Chapter 4 Work
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From the walkthrough above at 17:19, this was a cinematic scene I scripted out with multiple variations of the situation and worked on this part up to Matches leaving with the elevator lift.
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Worked on the same room level (25:13) from other past chapters where I scripted out NPC dialogues, animations, and trigger setups.
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Scripted and designed the early versions of the laundry scene on 33:06, most of the work has been cut but I manually key-frame animated the cart ride to and from the Arkham Ward, level designed a stealth scene in a cut area, and did a rough early animation of Quinzel's cinematic scene.
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Designed and greyboxed early parts of the Gardens entrance level (1:13:41) where I also scripted a predator encounter here and went through many iterations of the space to create a semi-hub space.
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Iterated and designed a Boiler House level, originally located on the side of the Gardens entrance area, that has been cut that served as a puzzle focused level for collectibles and side content.
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Additionally, I designed a cut level area that leads to the Gardens entrance area through verticality based level design with some exploration and puzzle.
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Worked on various parts of the Ward's tower (1:35:19) which was originally a clock tower where I scripted out the acquiring of the Bat Claw, the cut unique interaction with the gadget, and the combat after having the gadget.
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I also fixed up a rough version of a cinematic sequence that is now cut where Batman pulls down a big object to create a path forward.
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Scripted out some parts of the cinematics of Shadow Batman's build-up, worked on Batman's revisiting the alley (2:06:23) and a cut cinematic scene where Batman recounts the scene with Shride but Shadow Batman replacing the character.
Chapter 5 Work
Additional Work
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There was a huge underground space that was designed and iterated on that was originally used for acquiring a gadget that has been cut.
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Worked on creating a large level puzzle encounter with a sense of getting the gadget from a high level security space.
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The level ended up using inspiration from a Blackgate Origins puzzle to match a similar feel.
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Made some small puzzle level spaces for the final chapter early on to connect certain parts of the overall level but was cut early on.
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Worked on many various backend parts throughout the game like level streaming, save/spawn points, and objective setups.
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Fixed many various bugs through many levels, from AI and Navmesh to scripting setups to level streaming.
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Recreated some past Arkham game levels for research and comparison to our work in engine.
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Designed and greyboxed a puzzle level to develop a sense of what we could go for in puzzles for the game.