Prototypes
Vicarious Visions & Activition Publishing
Vicarious Visions & Activition Publishing
I led a team of cross-discipline team of a dozen into an attempt to reboot the Interstate '76 franchise as a car-combat focused open-world project.
Starting from a strong driving and fighting mechanics prototype we expanded into an expanded world with a heavy focus on PvEvP in the same vein as Sea of Thieves.
The project was really taking off when we fully committed to a first person camera and letting players explore on foot in moments of tense exploration.
This explortation came to an end when ActivisionBlizzardKing went through a round of layoffs and refocussing on proven profitable franchise work.
I was brought on to create combatants and a massive boss for an open-world reboot of the Spyro franchise.
The team kept the 'monsters' extremely bare bones (animated cubes with swords, shields, bows and armor) to prove out the combat system. I built out the combatants with a lead animator and some very simple vfx/modeling support in UE4.
We received accolades from the Activision Publishing design manager for proving out our combatants and combat with an absolute minimum of work.
I also investigated what the 'massive boss' request and discovered that it was extremely ill defined and worked with the Prototype lead to understand exactly what they were looking for. Eventually I produced an in-game cinematic of how our mechanics would scale up to fight huge bosses and support multiplayer. This received major thanks for being produced without major investment and showing exactly what was needed.