portfolio - alex romo · call of duty: black ops ii professional engine: cod radiant team: treyarch...
TRANSCRIPT
Portfolio OverviewAlex Romo
Game Designer
www.alexromo.com
CALL OF DUTY: BLACK OPS IIIprofessional
Engine: CoD RadiantTeam: TreyarchMaps: Several Campaign LevelsRole: 2D Layout / Gameplay Scripting
• Paper design to beta of Coop Campaign levels, in addition to work on Zombies.
• Rapid prototype features / mechanics.• Blockout geo and coordinate with builders.• Character VO + environmental FX scripting.
• Design combat with player abilities.• Stage multi-approach events for Coop.• Plan out in-game cinematics with art.• Optimize levels for network performance.• Plan out UGC and mod tools release.
CALL OF DUTY: BLACK OPS IIprofessional
Engine: CoD RadiantTeam: TreyarchMap: ZM_Tranzit (Green Run)Role: Gameplay Scripting
• Designed and implemented main EE quests.• Created and maintained craftable system.• Design craftables such as the Turbine,
Shield, and Turret.
• Bus vehicle handling to traverse map.• Giving personality to the robotic bus driver.• Power on and off mechanics for equipment,
weapons, atmosphere, and level boss.
CALL OF DUTY: BLACK OPS IIprofessional
Engine: CoD RadiantTeam: TreyarchMap: ZM_DieRise (DLC 1)Role: Gameplay Scripting
• Created randomized perk elevator system.• Design craftables such as the Trample Steam
and Sliquifier.
• Elevators as moving spawn closets.• Free falling elevator ride.• Assist in design of main EE quest.
CALL OF DUTY: BLACK OPS IIprofessional
Engine: CoD RadiantTeam: TreyarchMap: ZM_Buried (DLC 3)Role: Gameplay Scripting
• Design craftables such as the Headchopper, Subsurface Resonator, and Wallbuys.
• Piano and Dartboard mini-game Easter Eggs.
• Hedge maze design.• Haunted House with ghosts.• Assist in design of main EE quest.
CALL OF DUTY: BLACK OPS IIprofessional
Engine: CoD RadiantTeam: TreyarchModes: Grief, TurnedRole: Gameplay Scripting
• Grief pits two 4 Player teams against each other with zombies, last team standing wins.
• Paper design to implementation.
• Turned is King of the Hill as a Human.• Paper design to implementation.• Create Zombie Power-Ups to counter
Human.
CALL OF DUTY: MODERN WARFARE 3professional
Engine: CoD RadiantTeam: TreyarchRole: Gameplay Scripter
• Port and maintain Singleplayer & Multiplayer levels, systems, and Player abilities (Killstreaks, Strike Packages) to the Nintendo Wii.
• Optimize engagements while ensuring integrity of the events were kept.
• Redesign events and Player abilities to utilize the Nintendo Wiimote & Nunchuckcontrollers.
CALL OF DUTY: BLACK OPSprofessional
Engine: CoD RadiantTeam: TreyarchRole: Gameplay Scripter / User Generated
Content
• Port Singleplayer levels to the Nintendo Wii.• Optimize engagements while ensuring
integrity of the events were kept.• Redesign events to utilize the Nintendo
Wiimote & Nunchuck controllers.
• Organized documentation and release of modding tools.
• Work with Game Server Provider to design interface for UGC management.
• Redesign SDK Launcher and RCon tool.
CALL OF DUTY: WORLD AT WARprofessional
Engine: CoD RadiantRole: User Generated Content
• Organized documentation and release of modding tools.
• Interface with community for bugs and feature requests.
• Assist engineers design UGC management.• Update tools with DLC releases.• Follow community trends for SDK tools or
UGC pipeline updates.
TEAM FORTRESS 2personal
Engine: SourceModes: Mann ControlRole: Level Design & Gameplay Scripting
• Players toss an energized ball over a barrier, whichever side the ball is on Mann Robots activate and attack the team. Whichever team is last standing wins.
• Creating an original new gamemode built around the systems and lore in TF2.
• Designing a map to support the gamemode.• Published for users and iterating on
feedback all throughout development.
CALL OF DUTY: BLACK OPSpersonal
Engine: CoD RadiantModes: Asphyxiation, RebirthRole: Gameplay Scripting
• Players fight amidst a Nova Six chemical outbreak in all maps with Biosuits as a health replacement.
• Asphyxiation has Player oxygen levels steadily decreasing kill other Players to get more.
• Rebirth cycles Players through various IR based weapons in a heavier fog.
CALL OF DUTY 4: MODERN WARFAREpersonal
Engine: CoD RadiantMap: Backlot (Re-imaging of MP_Backlot)Role: Layout Work / Gameplay Scripting
• Used Multiplayer geo as a starting point to create a mission where the Player is an Insurgent during an American invasion.
• Narrative loosely ties into the main game.
• Script Player mechanics from the main game to be adversaries to overcome.
• Create VO and dialog for Insurgents.• German Shepherd that works with Player.
CALL OF DUTY 4: MODERN WARFAREpersonal
Engine: CoD RadiantMap: DaybreakRole: Layout Work / Lighting / FX Scripting /
Voiceover + Gameplay Scripting
• Received geometry from a mapper and reworked it into a British SAS mission to capture a VIP.
• Created PIP system for narrative exposition.• Scripted a helicopter spotlight to guide the
combat as you progress.• Micromanage SAS to move and behave real.
CALL OF DUTY: WORLD AT WARpersonal
Engine: CoD RadiantMap: Kyassuru (Re-imaging of MP_Castle)Role: Layout Work / Lighting / FX Scripting /
Zombie Gameplay Setup
• Used Multiplayer geo as a starting point and heavily modified for Zombies.
• Scripting traps and moving platforms.• Creating barriers and blockers for gameplay
flow in accordance with art style.• Implementing audio with occlusion for the
stormy and desolate castle.
CALL OF DUTY: WORLD AT WARpersonal
Engine: CoD RadiantRole: Geo & Detail Work / Lighting /
Gameplay Scripting
• Play as a German during the D-Day invasion at Omaha Beach until you’re overtaken and flushed out by the Americans.
• Working with terrain patches for geometry and using them to create scripted objects.
• Implementing audio with occlusion.• In-game cinematic creation.
CALL OF DUTY 4: MODERN WARFAREpersonal
Engine: CoD RadiantRole: Geo & Detail Work / Lighting
• Practiced geometry and lighting work by creating an eerie scene that tells a story within itself.
• Restricted to using assets already in the game; stretching materials to create seemingly new art assets.