1 - Electronic Arts
Need for Speed Heat - Criterion Games
- I worked as a Software Engineer on Need for Speed Heat for Criterion Games. I provided Gameplay and UI support in both C++ and the engine's scripting system.
- Created import scripts to allow script writers to generate the game assets needed for the in game text message system.
- Support on the phone message system to allow the player to reply or set a route to the next event.
- Worked on the loading transition sequences going into events to show the vehicle while loading an event.
- Supported the cinematics team by exposing the information they needed to set up the race intro sequences.
- Worked on a number of transition sequences back to the garage. Returning to garage, getting wrecked and getting busted.
- Worked as a link between gameplay and UI disciplines to ensure the UI team had the data they needed from the gameplay systems.The video below shows the features I worked on in game.
Battlefield V - Criterion Games
- I worked as a Technical Designer on the Firestorm mode for Battlefield V with Criterion games. I used the Frostbite engine to create content for the mode using the engine's scripting system and also created new systems using C++
- Created the core game mode logic, taking the Battlefield multiplayer logic and modifying it to work in a Battle Royale setting.
- Produced a system to randomly spawn the group of planes in random directions
- Modified the Battlefield V reinforcement system to work in a Battle Royale setting. This included implementing the system into the game mode and creating new reinforcement types that suited the game mode.
- Designed and created a system to decide what capture objectives to activate during a match of Firestorm.
- Created the system and content that spawns supply drop planes during the game mode
- Developed the initial setup for randomly spawned safes and vehicle lockups before handing them onto new members of the Technical Design team.
- Supported the UI team helping bring the zone meter UI and map to a shipping state
- Created systems to help improve the performance of the mode, due to the size of the map.The video below shows what I worked on in game
Star Wars Battlefront II - Criterion Games
- I worked as a Technical Designer at Criterion Games working on Star Wars Battlefront II for PC, PlayStation 4 & Xbox One. I used the Frostbite engine's scripting system to create a variety of modes for the game.
- Worked on Starfighter Assault and the Arcade mode developing the core game mode logic
- Created game object prefabs that could be reused by the Level Designers for multiple levels in Starfighter Assault
- Created the base AI behaviours & ability logic for the troopers in the Arcade mode
- Scripted the UI logic for the Arcade modeThe video below shows what I worked on in game:
Portfolio
Personal Profile
An enthusiastic game developer with more than nine years experience in the industry, offering strong technical knowledge of game design and development. Looking to challenge my skills to help develop innovative new titles, completed to the highest standard.
Key Skills
- Applied knowledge of using scripting languages
- Source control knowledgem such as Perforce
- Experience of developing/designing AI behaviours, missions and content for video games
- Good skills in liaising with other departments within a project and managing a small team of people
- Worked within Agile methodologies such as Scrum
- Knowledge of Lua, Unreal Kismet, C# and C++
- Experience of using Unreal Engine 4 and Unity.
Below is the work I have done whilst working at games companies. There is also some work from my time at University and during my own time.
2 - Deep Silver
Homefront : The Revolution - Dambuster Studios
- I worked as a Technical Designer at Dambuster Studios. I used the CryEngine to produce the following:
- Produced gameplay objects/puzzles for use in Homefront’s Voice of Freedom DLC
- Created Flow Graph nodes for Level Designers using C++
- Assisted in adding level logic optimisations for post launch patches
3 - Microsoft
Fable Legends - Lionhead
- Worked as a Technical Designer at Lionhead on the Fable Legends project running in Unreal Engine 4.
My role involved:
- Created hero characters through setting up scripted abilities and animation graphs.
- Implemented traps, including mines and gates that the Villain player can use.
- Created objectives and encounters with level designers
- Developed systems for scripted events and cutscenes in quests
- Scripted initial tutorial level and narrative introduction using Blueprints
- Created core gameplay/content systems that can be reused and expanded upon by other members of the Technical Design team and used by other disciplines.
Examples:
E3 reveal which shows examples of the traps in use.
4 - Jagex
Runescape
- As part of my time at Jagex I worked as a content developer on a number of updates for the online browser MMO Runescape. This involved:
- Creating content using the in house scripting language.
- Managing a project from creating the initial design brief to publishing it live in game.
- Working on released quests, dungeons, armour and NPCs for the game.
- Liaising with many disciplines to get the required assets for the new content.
- Writing character dialogue for world events in game
Projects:
Harbingers of Tuska
Sirenic Armour
Dialogue on:
Runescape World Event 2
Development support on:
Missing Presumed Death
Barrows - Rise of the Six
Transformers Universe
- I worked as a content developer/scripter at Jagex on Transformers Universe. I was responsible for:
- Producing content using Lua
- Creating tools in C# to produce dialogue for in game cutscenes.
- Worked on building script side implementations for core features of the game including animation, audio and physics. Working with these teams in order to get their content into game.
- Interim lead of a scripting team, responsible for liaising with design, game engine and production teams in order to identify future tasks that are required to produce pieces of content.
- Worked on the design and prototype of boss/general NPC encounters, missions and other gameplay activities.
- Collaborating with another content developer to produce initial designs for NPC AI including the Terrorcons.
- I collaborated with the physics programmer to work on the initial prototype for the driving physics in the game.
- Worked on creating character abilities and setting them up in game.
- Setting up AI using behaviour tree tools.
The video below demonstrates a version of the game with my work in.
Game Development
Interactive Portfolio (UE4)
- An example of content that I can produce using C++ and Unreal 4 blueprints. This is a Unreal 4 project based on 4.9 where the player can find examples of my other work on PCs in an office environment.
Created with Modern Furniture assets from the UE4 Marketplace. Save the Trees (Unity)
- Part of my effort to learn Unity I produced this game to learn the various systems. It is based on an idea I had at university. The world below is developing as time passes but as a consequence it releases greenhouse gases into the atmosphere. The player controls a ship designed to convert that gas into eco bullets to reset the world below.
If the gas hits the atmosphere then it will slowly come down making the game more challenging as the world below develops. Lua Demo
- Example of some lua script. It is a small demo demonstrating the kind of game mode logic and game events I have done on other projects.
Underground Mod (Source SDK)
- Half Life 2 mod, made as part of a University project. The player is in an underground station and they have to traverse through the tunnels and reach the exit. On the way the player faces combat and puzzles in order to open doors.
Demonstrates level design and Game Scripting.
Requires Source SDK Base 2007 to run. Zack Black Episodes
- My final year project. This is an episodic adventure game developed in XNA, which relies on XML files to load in the game settings.
Requires installation of the .NET 3.5 framework included in this download Physics Demo
- An example of collision detection and response with a set of bouncing balls in OpenGL.
Crate Mania EX
- An example of OpenGL being integrated into C++. A forklift game where you move crates into the right warehouse.
Updated Version includes loading .3DS models and improved collision detection.
Models created by Greg Hogan
Greg Hogans Portfolio
Copyright 2021 Tim Nolde
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