At Climax Group I worked as the Lead Combat Designer on a 1st Party development project using UnrealEngine 3. Bloodforge is a visceral hack and slash game based around Celtic mythology with a unique graphic novel art style. My responsibility was implementing the creative directors vision of combat and entailed: player and enemy abilities, player equipment and progression, enemy designs, boss encounters, character state machines, the "AI choreographer" design, animation setup, animation trees, combo and score systems, etc. I also handled other areas of the project such as level scripting, encounter balancing, online functionality, and the challenge arena design.
At Creative Assembly I worked as a Level Designer and Scripter on their second epic-action console title Viking: Battle for Asgard. I was mainly responsible for populating the environment, creating scripted battle moments, providing good level flow, choreographing large scale battles, and generally creating the living breathing world of Viking. My largest task was the complex hierarchical quest system that structured the three islands.
A hero siege map with heavy scripting, new abilities, new items, artificial intelligence and other unique features. Featured on the cover disk of PC Gamer (issue 158).
Created in Worldedit. Responsible for: layout, terrain, triggers, scripting, custom spells, custom units, custom icons, and basically everything not created by Blizzard.
Ecru is a rally small and speedy circuit map.
Created in Worldcraft. Responsible for: Map architecture and layout.
A small campaign of one map with quests, scripted scenes and an emphasis on player micromanagement.
Created in Worldedit. Responsible for: layout, terrain, triggers, scripting, custom spells, custom units, custom icons, and basically everything not created by Blizzard.
Two melee maps with cheesy names and even cheesier descriptions that featured on the cover disk of PC Gamer (issue 158).
Created in Worldedit. Responsible for: layout and terrain.
Concussion grenade jumping map with two sequels of increasingly harder difficulty.
Created in Worldcraft. Responsible for: Map architecture, layout and some modified textures.
Download Tayconc | Download Tayconc 2 | Download Tayconc 3
Should you desire to, you can contact me on this address: .