Wrecking Zone

I was a Design Lead on Crackdown 3. I primarily focused on:

  • Establishing a pipeline and process to take advantage of the cloud destruction system in ways that the original Wrecking Zone map (created by the Crackdown 3 team) did not.

  • Implemented destructible curved surfaces, statues, and suspended building structures that were formerly thought not possible.

  • Used Blueprint to create gameplay features such as Jump Pads and Damage Volumes.

  • Collaborated with engineering to create prototype game modes for alternative multiplayer experiences.

I loved the opportunity to work on a franchise I enjoyed as much as Crackdown, and this was one of the best codev relationships I’ve ever experienced. They expressed their expectations for content development and a lot of what they said was not possible or at the very least, not recommended, I decided to adopt as a challenge. Features like curved walls for destructible buildings, fully destructible statues, and buildings suspended over other buildings were features that I was determined to sort through as it provided a clear framework for how to create a unique multiplayer map in a sandbox that was limited compared to the competition at the time.

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