Aerial Assault

"Named one of the Top Ten Gaming Moments of 2010 by Kotaku"
​
I owned the end-to-end development of Aerial Assault, from initial graph-paper concepts to final shipping. This mission presented the unique challenge of designing for 'limitless solutions' in an outer space environment, requiring a 360-degree approach to combat and navigation. I led the cross-disciplinary effort to balance this vast scale with tight, cinematic pacing, ensuring the 'Transformers' power fantasy remained front and center.
​
Key Leadership & Contributions:
-
Technical Architecture: Developed the full layout using BSP and modular sets, iterating extensively in the block-out phase to master the mission's complex verticality.
-
Cross-Discipline Direction: Served as the central hub for the mission, directing Concept Art, Animation, and Audio teams to ensure the environment supported both the aesthetic vision and the gameplay integrity.
-
Systems & Boss Design: Collaborated with technical designers to architect boss encounter patterns, while managing critical backend performance including streaming states and memory optimization.
-
Cinematic Scripting: Engineered core firefights and major scripted events using Kismet and Matinee, coordinating with cinematic designers to integrate seamless narrative vignettes.
-
Narrative Partnership: Partnered with studio writers to synchronize VO implementation and story beats with the mission’s shifting objectives.
Press
"I must [put this on the list] to reminisce about battling Trypticon, one of the ultimate Transformers bad guys, in outer-space, while plummeting toward the surface of the Transformers' home planet of Cyberton." Link
"Flying out of the transforming maw of this monstrous beast was a moment that gave Transformers fans everywhere happy little shivers." Link
​