Unannounced Sequal

Role: Hand to Hand Combat Mechanics Designer
Engine: Unreal
Studio: High Moon Studios
Team Size: 85
Following the success of The Bourne Conspiracy, I led a cross-functional team of programmers, animators, and cinematic designers to architect a sophisticated hand-to-hand combat suite for a new AAA title. I managed the end-to-end development of six core mechanics—including counter-systems, grapples, and multi-opponent engagement—driving the project from initial competitive analysis through to mo-cap execution before the project was cancelled due to the Vivendi-Activision merger.
Key Contributions:
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Mechanics Strategy: Formulated a high-depth feature list by analyzing industry-leading combat titles, identifying key opportunities for mechanical innovation in player/AI interaction.
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Cinematic & Visual Direction: Directed cinematic designers on pre-visualization, establishing the camera strategy, hit-stop timing, and post-process effects to ensure visceral combat feedback.
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Motion Capture Oversight: Spearheaded mo-cap shoots, directing actors and technical teams to capture the specific animation data required for complex combo and grapple systems.
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Technical Orchestration: Led the collaboration between programming and animation to develop the underlying systems for 4-hit player combos and AI-initiated counter-logic.
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Systems Integration: Partnered with audio and VFX designers to synchronize high-impact soundscapes and visual cues, ensuring a polished and responsive second-to-second combat feel.