mafia3_logo_black

Summary

Mafia III is an open-world third-person cover-based shooter released on October 7th, 2016 for PC, PlayStation 4, and Xbox One.

It’s 1968 in New Bordeaux, Louisiana and the rules have changed.

After years of combat in Vietnam, Lincoln Clay knows this truth: family isn’t who you’re born with, it’s who you die for. Now back home in New Bordeaux, Lincoln is set on escaping a criminal past. But when his surrogate family, the black mob, is betrayed and wiped out by the Italian Mafia, Lincoln builds a new family on the ashes of the old and blazes a path of military-grade revenge through those responsible. Intense gun fights, visceral hand-to-hand combat, white knuckle driving and street smarts will all be needed. But with the right crew, tough decisions and some dirty hands, it’s possible to make it to the top of the city’s underworld.

Features

  • New Bordeaux, a Reimagined 1968 New Orleans: A vast, diverse and seedy open world ruled by the mob and corrupt officials and richly detailed with the sights, sounds and emotionally-charged social atmosphere of the era.
  • An Unintended and Lethal Anti-Hero: Be Lincoln Clay, an orphan and Vietnam veteran hell bent on revenge against the Italian Mafia for the brutal slaughter of the black mob, the closest thing to family he’s ever had.
  • Revenge Your Way: Choose your own personal play-style, from brute force and blazing guns to stalk-and-kill tactics as you use Lincoln’s military training and gathered intel to tear down the Italian Mafia.
  • A New Family on the Ashes of the Old: Build a new criminal empire in your own unique way by deciding which of your lieutenants you reward and which you betray…

My Work

kill_tommy

In “Burn Like Napalm, the final mission for the Southdowns district, the player goes undercover as a bare-knuckle brawler in an underground fight club in order to get access to Tommy Marcano, who runs the Marcano family’s counterfeiting operation.

The mission features experiential gameplay, a custom melee brawling sequence, a unique escape-from-near-death mini-game that finishes with the player deciding how Tommy meets his end, a gunfight through a burning boxing arena, and an explosive spectacle event.

My Responsibilities

  • Designed and drove level from pitch to gold.
  • Scripted combat and non-combat gameplay, events, checkpoints, objectives, waypoints, and VO.
  • Created the initial greybox level geometry.
  • Collaborated with Level Artists to iterate on the geometry and assemble visual scenes.
  • Worked with writers to develop the high-level beats and iterate on the narrative script.
  • Implemented and maintained the path network, cover objects/markup, and gameplay pickups.
  • Optimized content to meet performance targets and fixed level design-related bugs.

kill_ritchie

In “Pray On the Way Up, the final mission for the Delray Hollow district, the player has to sneak or shoot through Baron Saturday’s amusement park in order to take down Ritchie Doucet, the leader of the Dixie Mob and a Marcano family associate.

The mission features a series of encounters (approachable via stealth or combat) in an atmospheric amusement park and ending in a chase with Ritchie through a creepy bayou-werewolf ride.

My Responsibilities

  • Drove level from pre-alpha to alpha.
  • Re-designed the end of the level to incorporate an atmospheric amusement park ride combat sequence and boss showdown.
  • Scripted combat and non-combat gameplay, events, objectives, waypoints, and VO.
  • Redesigned, heavily modified, and iterated on the level geometry to better support gameplay while keeping the existing high-level flow intact.
  • Collaborated with Level Artists to iterate on the geometry and assemble visual scenes.
  • Worked with writers to develop the high-level beats and iterate on the narrative script.
  • Implemented and maintained the path network, cover objects/markup, and gameplay pickups.
  • Fixed level design-related bugs.

kill_tony

In “Everyone Will Notice, the final mission for the Downtown district, the player has to infiltrate The Royal Hotel to get to Tony Derazio, the Marcano family’s bookkeeper, who’s holed up in his penthouse suite.

The mission features multiple routes and gameplay approaches (a stealthy approach through the garage or a more direct approach through the busy lobby) and a high-stakes show-down with Tony.

My Responsibilities

  • Drove level from pre-alpha to alpha.
  • Re-designed the level to accommodate multiple routes in and out of the mission space and to support stealth gameplay.
  • Scripted combat and non-combat gameplay, events, checkpoints, objectives, waypoints, and VO.
  • Modified the level geometry to accommodate additional routes in and out of the space and to better support gameplay.
  • Collaborated with Level Artists to iterate on the geometry and assemble visual scenes.
  • Worked with writers to modify the high-level beats and iterate on the narrative script.
  • Implemented and maintained the path network, cover objects/markup, and gameplay pickups.
  • Fixed level design-related bugs.

kill_butcher

In “Brave New World, the final mission for the Pointe Verdun district, the player has to hold off an assault on Burke’s Scrapyard by The Butcher, one of the Marcano family’s top-ranking goons.

The mission features a defense scenario in the scrapyard with carloads of goons arriving amidst stacks of wrecked cars and assaulting the player, Burke, and his daughter. Explosives litter the grounds.

My Responsibilities

  • Designed and drove level from pitch to alpha.
  • Scripted combat and non-combat gameplay, events, objectives, waypoints, and VO.
  • Created the initial greybox level geometry.
  • Collaborated with Level Artists to iterate on the geometry and assemble visual scenes.
  • Worked with writers to develop the high-level beats and iterate on the narrative script.
  • Implemented and maintained the path network, cover objects/markup, and gameplay pickups.
  • Fixed level design-related bugs.

kill_the_face

In “There’s a War Goin’ On, the penultimate mission for the Frisco Fields district, the player has to go to the ruins of a civil war fort on a hill overlooking the district to infiltrate a meeting of the Southern Union, a white-supremacist hate group, and kill their leader, Remy Duvall.

The mission features a nighttime, fire-lit gathering of the Southern Union at a hilltop-location overlooking the city and an opportunity for the protagonist to interrupt Remy’s speech and mete out cathartic street justice.

My Responsibilities

  • Designed and drove level from pitch to alpha.
  • Scripted combat and non-combat gameplay, events, objectives, waypoints, and VO.
  • Created the initial greybox level geometry.
  • Collaborated with Level Artists to iterate on the geometry and assemble visual scenes.
  • Worked with writers to develop the high-level beats and iterate on the narrative script.
  • Implemented and maintained the path network, cover objects/markup, and gameplay pickups.
  • Fixed level design-related bugs.

kill_marcano

In “Yet Here We Are, the final mission of the game, the player has to sneak or shoot through the Hotel Paradiso (a partially constructed luxury hotel and casino) in order to confront Sal Marcano, the head of the Marcano crime family and the architect of the betrayal that resulted in the deaths of the protagonist’s family.

The mission features a showdown with Giorgi Marcano, Sal’s son and Lincoln’s supposed friend, and a final reckoning with Sal Marcano in his office overlooking New Bordeaux, which ends with the player deciding how Sal meets his end.

My Responsibilities

  • Drove level from pre-alpha to alpha.
  • Re-designed the level to accommodate stealth gameplay and to incorporate a custom melee finisher on Sal Marcano where the player kicks him out of a window on the high-rise’s top-floor.
  • Scripted combat and non-combat gameplay, events, objectives, waypoints, and VO.
  • Iterated on the level geometry to better support gameplay.
  • Collaborated with Level Artists to iterate on the geometry and assemble visual scenes.
  • Worked with writers to iterate on the high-level beats and the narrative script.
  • Implemented and maintained the path network, cover objects/markup, and gameplay pickups.
  • Fixed level design-related bugs.

cassandra_betrayal

In “Caroline, one of the possible betrayal missions for Lincoln’s lieutenants, the player has to infiltrate the Haitian village (a location used for a mission earlier in the game) in the Bayou and deal with Cassandra, the leader of the Haitian Mob and a former ally who’s turned against the protagonist.

The mission is a short combat-focused resolution to the Cassandra’s betrayal, which can come about as a result of neglecting to give her turf and giving it to other lieutenants instead.

My Responsibilities

  • Drove level from pre-alpha to alpha.
  • Scripted combat and non-combat gameplay, events, checkpoints, objectives, waypoints, and VO.
  • Iterated on existing level geometry.
  • Worked with writers to develop the narrative script.
  • Iterated on existing cover objects/markup, and implemented gameplay pickups.
  • Fixed level design-related bugs.