The main challenge with the Transformers IP was working with a set of potential main characters that could run, jump, drive, fly and climb there way through the world. This expected traversal really set the initial game play expectations high for this game.
Story and Mission Design
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Using experience from Spiderman 3 Console, created a generic mission design template for the scenario team to use. Worked with the narrative team to sculpt 12 missions that both supported the story and incorporated key game play mechanics. To make sure the resulting experiences were polished and the story tied to the current protagonist it was decided early on that each mission would be tied to a specific character. |
Mission Scripting
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Missions were implemented using an in house C Based Scripting System actually developed at the beginning of this project. Worked closely with engineering to make sure the needed functionality for missions was added for the scenario team. This meant designing systems for AI, entity regulation, encounter creation and abstract goal designs. On top of this, completed the the previously mentioned 12 missions. These missions included multiple Boss Battles, escort missions, messenger missions, defend missions as well as air based and ground based combat. Cut-scenes were also done using the scripting system and animated cameras in max. Also worked in a support role, providing scripting help and disseminating new scripting functionality as it came online. |
Level Design and Construction
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Created the collision for Hoover Dam using 3D Studio Max. This environment was constructed to support the planned mission designs for both the Autobot and the Decepticon story lines. Worked closely with art team to make sure the created visuals supported the prepared design. This level was unique in that it had both a large exterior and an intricate interior. Because of Hoover’s size and the combination of inside and outside poly reduction was a necessity. Poly reduced this level regularly whenever new art assets came in while making sure that the art and the collision lined up seamlessly. |
AI Scripting
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Worked closely with engineering to make sure the AI was scripted in a way that was extend-able for designers. All mission AI including Bosses were then able to build off of this AI base while overriding event calls to change existing functionality. Also created setup and play functionality for AI spawning dynamically in free-play (outside of missions). |