transformers: fall of cybertron
Enemy Design
On Transformers: Fall of Cybertron I took on the role of the project's dedicated AI designer. I worked primarily with programmers, character artists, and animators to develop a brand new roster of enemies. As a level designer, I believe good gameplay starts with good geometry, and the same goes for enemy character design. They work best in environments built to maximize their potential. As such, I worked hard to develop combat spaces for each new enemy. Many of those spaces were used in game by other designers. I also worked closely with each designer throughout the project to implement best practices and help troubleshoot AI-related issues.
TRANSFORMERS: FALL OF CYBERTRON
Chapter 13: Till All Are One
Towards the end of the project, I transitioned on to developing the final mission of the campaign, Chapter 13: Till All Are One. Although we had very little time left on the schedule, I knew the level had to be climactic, so I put together an ambitious plan. The level ping pongs between characters from both the Decepticon and Autobot sides, contains some brand new spins on mechanics developed in previous levels, and finishes with a melee boss battle where players get to choose whether to play as Megatron or Optimus Prime. The level was called out in reviews as an epic fan service send off, which is exactly what I hoped for.