
Disarm Renard
The work I performed on the Disarm Renard level was in the same vein as the Shipyard Infiltration level. Once again, a team of designers split up the work on the level to convert it to action as quickly as possible. Unlike the docks level where I played a large role tweaking most of the setups in the level, in Disarm Rendard I was only responsible for the gameplay up to and including the mini-boss fight ending at 6:40 in the video below. My contribution to the level, outlined in the following responsibilities, may be seen in the video below:
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Scripted AI on patrol routes and playing animations, like pausing to admire artwork, while on those patrol routes via kismet.
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Scripted AI combat movement behaviors via kismet.
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Created vignettes of civilians walking by the windows of the museum entrance where the player starts via matinee and kismet.
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Scripted timing and placement of VO lines and objective markers.
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Scripted timing and placement of objective markers.
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Placed pickups and interacts.
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Edited the AI nav mesh in 3D Studio Max and importing it into Unreal.
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Coverlink placement for the whole level.
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Fixed collision issues where players get stuck with blocking volumes.
Gameplay Video