Lead Level Designer
Throughout my career, I've designed and scripted a wealth of technical solutions including workflows, systems, tools, and nodes. Due to the confidential nature of IO Interactive's proprietary tech, I cannot share screenshots or technical details of my work – but I have outlined my efforts below.
I own the design of several workflows, systems, tools, and nodes for Project 007, and have scripted several core nodes myself. Due to the confidential nature of the project, however, I cannot share further details at this point.
A hallmark of the Hitman franchise is its living, breathing worlds and authentic, manipulable NPCs. During development of HITMAN 2, I simplified the nodes for NPC scripting substantially, ensured that default behavior matched common usage patterns and expected outcomes, and extended the node set to handle common setups in standardized, robust, and efficient ways.
During development of HITMAN 2, I designed an improved workflow and nodes for dialogue implementation in levels. The solution provided all the flexibility required for level designers while requiring minimal code support and became the standard in the HITMAN: World of Assassination trilogy.
At the beginning of production of HITMAN 2, I redesigned and reimplemented the nodes for UI guidance used in the "Mission Stories" of the HITMAN: World of Assassination trilogy. This streamlined level designers' workflows by conflating some mutually dependent concepts, reorganizing parameters, and providing more specific nodes for common cases.
During production of HITMAN, I designed the workflow, system, and entities for the creation of UI maps for the HITMAN: World of Assassination trilogy. Given the complex geography of the game's missions, the solution had to account for outdoor as well as indoor areas accessible from multiple heights, leading to a hybrid between a global exterior and stratified interiors.