Max Payne 3 - Rockstar Games, Vancouver, BC. - 2008
Role: Senior Level Designer
Level: Airport
Created the initial grey boxes for the following sections of the game: High Rise Apartment, Marina, Strip Club, Favelas, Factory, Airport.
Created the combat encounters and cover setups for one of the game’s most exciting levels - Airport.
Implemented an Airport Tram combat beat (moving platform) that is unlike any other combat beat in the game.
Collaborated with animators to conceive and prototype the unique Bullet Time scenes that occur in each level.
Airport Playthrough
Fun fact #1: the 1st combat encounter in the baggage transport conveyor area is inspired by the same scene in Die Hard 1.
Fun fact #2: My Airport Tram fight beat required over a year of coder support and development in Rage in order to be able to pull off accurate pawn physics and shooting on moving platforms of that speed. Thank you Rockstar for investing in that combat beat and that technology!