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Disarm renard

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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:

  • Ambient Scripting: Used Kismet and Matinee to author environmental vignettes, including civilian behaviors and AI patrol flourishes that grounded the level’s setting.

  • 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.

  • Technical Backend: Managed the full technical pass for the level, including 3D Studio Max NavMesh editing, coverlink placement, and collision optimization.

  • Narrative Integration: Scripted the precise timing of VO triggers and objective markers to maintain the level’s cinematic pacing.

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