
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.