Darksiders 2

MY ROLE IN THE PROJECT

My tenure at Vigil was a turbulent time for the company and it's parent company THQ. Even though I was hired to design encounters in DMO There were periods where I would be handed off to the Darksiders team to help them power through deadlines. My work on the project was less as a designer than is was as construction worker. I was given three main types of tasks. I was assigned bugs from the database pertaining to getting the player, or the camera, stuck "out of the world". Fixes ranged from debugging visibility and cameras, to creating and modifying triggers, kill volumes, and invisible barriers. I was assigned the task of finding picturesque locations for Death to spawn at, since the continue menu would show a camera panning around Death, showing off the level around him, before panning back to become the gameplay camera. The final type of task I was given was to optimize the implementation of the visibility system, based on room boxes and portals, in various areas of the game to increase performance. I worked mostly on the "overworld" sections located between dungeons. The task was to efficiently cull as many objects and areas as possible, allowing the target hardware, the PS3 and Xbox 360, to handle the beautiful and epic vistas found throughout the game.

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