Developed By
Published By
Released
October 2016
Developed By
Published By
Released
October 2016
It's 1968 and the rules have changed.
After years of combat in Vietnam, Lincoln Clay knows this truth: family isn’t who you’re born with, it’s who you die for. Now back home in New Bordeaux, Lincoln is set on escaping a criminal past. But when his surrogate family, the black mob, is betrayed and wiped out by the Italian Mafia, Lincoln builds a new family on the ashes of the old and blazes a path of military-grade revenge through those responsible. Intense gun fights, visceral hand-to-hand combat, white knuckle driving and street smarts will all be needed. But with the right crew, tough decisions and some dirty hands, it’s possible to make it to the top of the city's underworld.
General
I joined the team shortly before the founding of Hangar 13 Games. After some inital mission explorations, I conducted game editor competitive research and redesign proposals, including viewport camera and object manipulation. I then rolled onto working on hideouts and district foundation work; designed the supermarket and nightclub hideouts, and assisted with scripting on others. I then moved onto missions, pitched the layout Pray on the Way Up and performing first-pass blockout. Then I worked on The Poor Sumbitch and did an iteration on Brave New World. I spent some time on the latter half of Burn Like Napalm before moving onto implementing A Real Nice Time, which was shown at E3 2016. I also put together I Deserved Better. Last, I assisted the art team with optimizations across all the missions and hideouts.
For DLC I designed the layout and encounters for Worse Than Dying.
Proprietary Tools
Competitive game engine analysis, redesign proposals, and testing
Optimization
Profiling and editor-based implementation passes on all missions
Bugs
Fixes both in owned areas and in other missions
Districts
Delray Hollow
District historical progression, some inital racket layouts, enemy placements, and scripting
French Ward
Some inital racket layouts, enemy placement, and scripting
River Row
Some intermediate racket layouts, enemy placement, and scripting updates
Various design tasks
• Paper design initiation and maintenance
• Initial 2D & 3D layouts, & revisions
• Inital mission scripting,
& revisions
• Inital enemy, vehicle, and event placement &
scripting, & revisions
• Vehicle route coordination
with animation/mocap
• State change planning
& scripting implementation
• Editor-based optimizations
• Mission owner: Kill Lou, Kill Vito, &
DLC - Confront Bonnie
• Missions assisted: Kill Ritchie, Kill the Butcher,
Kill Tommy, & Kill the Judge
• Preparation for E3 Demo 2016