Transformers: Fall of Cybertron

Developer: High Moon Studios

Genre: Multiplayer Co-op and PvP; Third-person; Shooter

Engine: Unreal 3.5

Platforms: Playstation 3; Xbox 360; Microsoft Windows; Playstation 4; Xbox One

Released: August 2012

Gameplay Overview: A fast-paced narrative-driven shooter where players can transform between humanoid and vehicle anytime anywhere to achieve their objectives. Sequel to Transformers: War for Cybertron

My Role: Senior Game Designer (generalist)

Duties: AI Design, Level Design, AI/Level Design Liaison

Responsibilities:

Transformers: Fall of Cybertron was the sequel to Transformers: War for Cybertron. On this project, I shifted my focus to AI/Combatant Design. Our AI systems and enemy designs were key areas of improvement for us over the original game, so I paired with the AI engineering team to lead the charge from the design side.

I also reprised my role as a pinch hitter on level design by coming in at the end to design, build, and script the final mission of the game, “Till All Are One”.

Highlights for me were:

  • Seeing our game make the cover of Game Informer and, in particular, our AI improvements getting called out in this article.

  • Receiving major kudos for the final mission, including this quote from G4 TV: “The thirteen level campaign feels like it’s building to a massive confrontation the whole time, and that’s exactly what happens in the stunning final level.”

  • Tackling the design challenge of how to incorporate transformation in our enemy designs and behaviors.

AI Combatants

Chapter 13: Till All Are One

Till All Are One was a unique level that had players rapidly switching sides between the Autobots and Decepticons for a series of small, playable gameplay sequences stitched together by clever cinematics, dialogue and UI elements that harkened back to the 80’s cartoon.

In one example, players take control of Bruticus to smash and stomp their way across the surface of a moving spaceship, destroying everything in their wake… and then switch to Jazz to face down an AI version of Bruticus in a pitched boss battle.

I was paired with a gameplay engineer and we developed several player mechanics as well, like the cassette tape launching abilities of Soundwave. We had the advantage of building the level late in development, so we had a plethora of mechanics to leverage, and we made good use of them.

Finally, we built two bespoke melee player and boss combatants for the finale and allowed players to choose whether to play as Optimus or Megatron. Each AI opponent had a similar set of base behaviors, but they had their own unique special abilities and attack patterns, adding nuance and difference to whatever choice the players made.

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Call of Duty: Advanced Warfare

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Transformers: War for Cybertron