My primary goal when I began work on this project was to be able to get extremely in-depth with my work.
I love telling people game ideas. Even game ideas I really like. Hell, especially those ideas. In my experience it is not a very common thing, and some people are generally shocked when I’m so open.
Hey, it’s finally out! Disney created a nicely produced Behind the Scenes video for Phineas and Ferb Across the 2nd Dimension.
Responsible for most key systems of gameplay: Player, Gadgets, Upgrades, Save System, HUD, Lot Check, and more.
Worked with Jr. Programmers to ensure their segments were completed as designed, to continually refine ‘fun factor’, and to help adapt designs as needed for time or complexity.
Co-designer of the game. In charge of many of the meta gaming elements such as gadget/weapon progression, unlockables, secrets and more.
Designed and programmed two boss fights
Allowed to “make things fun” in other levels
Jak Eco powers
Jak and Daxter: The Lost Frontier, was the third PSP I worked on (and the third for High Impact Games.)
More details soon…
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After coming off the success of our first game, I was exciting to try new things with our second offering, Secret Agent Clank. For this title I was given my first chance to work on levels and enemies, in addition to continuing to create gadgets, weapons and effects.
Fast-paced Head-to-Head puzzle/action video game
Proof of Concept started in Flash
Unique gameplay designed with the use of a stylus
Okay, you know those cool navigation systems installed in cars that show you a map of where you are and can give you directions to any destination (the nice ones even have a friendly female voice that tells you when to turn)? I think that it’s a technology that is being wasted with it’s simple mapquest duties!