Disarm renard

I owned the gameplay and technical implementation from the level start through to the climactic mini-boss encounter, focusing on blending ambient 'living world' details with high-stakes combat scripting.
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Key Contributions:
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Ambient Scripting: Used Kismet and Matinee to author environmental vignettes, including civilian behaviors and AI patrol flourishes that grounded the level’s setting.
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Combat & AI Logic: Engineered all AI movement patterns and combat encounters for the first half of the mission, ensuring a smooth difficulty curve leading to the boss fight.
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Technical Backend: Managed the full technical pass for the level, including 3D Studio Max NavMesh editing, coverlink placement, and collision optimization.
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Narrative Integration: Scripted the precise timing of VO triggers and objective markers to maintain the level’s cinematic pacing.