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Summary

The Bureau: XCOM Declassified is a third-person cover-based tactical shooter released on August 20th, 2013 for PC, PlayStation 3, and Xbox 360.

The year is 1962, JFK is President and the Cold War has the nation gripped by fear – but a far more powerful and insidious enemy than communism is threatening America.

Known only to a select few, a top-secret government unit called The Bureau begins investigating and concealing a series of mysterious attacks by an otherworldly enemy. As special agent William Carter, players call the shots, pull the trigger and lead their squad in a gripping third-person tactical shooter set within a high-stakes, covert war to protect humanity. The Bureau’s mission is clear – survive, adapt and overcome the enemy threat. The Bureau has been erasing the truth for decades. The time will come for the truth to be revealed.

Features

  • Uncover the Mystery: Fight through the streets of 1960’s America as you uncover the declassified truth behind mankind’s first enemy invasion.
  • Tactical Combat: Use your strategy to your advantage: enter Battle Focus to slow down time and execute your next move, commanding your squad with a variety of tactical actions to turn the tide in your favor.
  • Strategic Reflexes: Turn an enemy misstep into your strategic advantage. Give tactical commands on the fly to outsmart the enemy and make split-second decisions to save the lives of your squad.
  • Be the Leader: As William Carter, a highly intelligent special agent, call the shots and pull the trigger. Formulate the plan of action, execute well-timed ambushes and flank your attackers to obliterate the threat.
  • No Second Chances: Pay the price for mistakes – permadeath will make you value your squad mates more than ever, and make losing one of them all the more painful.
  • Customization That Counts: Train each of your squad mates into unique specializations, allowing for a dynamic combination of skills to compliment your play style.

My Work

SignalFromBeyondTitle01

In “Signal From Beyond,” the third campaign mission, the player rendezvouses with a field team, infiltrates an alien structure and retrieves a key piece of enemy technology.

The level was used for the domestic and international hands-on press demos when the game was announced.

My Responsibilities

  • Designed and drove level from pitch to gold.
  • Scripted combat and non-combat gameplay, events, streaming, checkpoints, objectives, waypoints, and VO.
  • Collaborated with Level Artists to build the 3D level layout and assemble visual scenes.
  • Worked with a team of writers to develop the high-level beats and iterate on the narrative script.
  • Wrote all objective, objective summary, waypoint label, and context-sensitive interaction text.
  • Implemented and maintained the path network, cover objects/markup, gameplay pickups, and narrative pickups.
  • Optimized content to meet performance targets and fixed bugs.

TheLastWar

In The Last War,” the sixth campaign mission, the player chases an alien infiltrator through the XCOM base while also struggling with the protagonist’s fractured psyche.

The level contains the big narrative twist and originally called for experimental gameplay segments, which I prototyped and implemented early passes of. They were ultimately cut due to resource constraints.

My Responsibilities

  • Designed and drove level from pitch to alpha.
  • Scripted combat gameplay, events, streaming, checkpoints, objectives, waypoints, and VO.
  • Collaborated with Level Artists to build the 3D level layout and assemble visual scenes.
  • Worked with a team of writers to develop the high-level beats and iterate on narrative scripts.
  • Wrote objective, objective summary, waypoint label, and context-sensitive interaction text.
  • Implemented and maintained the path network, cover objects/markup, gameplay pickups, and narrative pickups.
  • Optimized content to meet performance targets and fixed bugs.

Operation: Firestorm

In “Operation: Firestorm,” one of the optional missions, the player infects an alien structure with a virus and then escapes through a burning forest.

I worked on it for 2 weeks between alpha and beta. I assisted with some combat encounter work and bug fixing.

My Responsibilities

  • Iterated on the scripting and enemy composition for the first 2 combat encounters.
  • Collaborated with a Level Artist to bring 3 of the level’s combat encounter spaces to a beta state.
  • Fixed bugs.

Operation: Hawkeye

In “Operation: Hawkeye,” one of the optional missions, the player chases and confronts an enemy VIP who escapes custody.

I worked on it for 2 weeks between alpha and beta. I assisted with some combat encounter work and bug fixing.

My Responsibilities

  • Iterated on the scripting and enemy composition for the first 2 combat encounters.
  • Collaborated with a Level Artist to bring 1 of the level’s combat encounter spaces to a beta state.
  • Fixed bugs.

Hangar6RAndDTitle

Hangar 6: R&D” is a DLC for “The Bureau: XCOM Declassified” released on October 8th, 2013 for PC, PlayStation 3, and Xbox 360. It has 12 challenge levels that test players with large-scale combat encounters.

My Responsibilities

  • Drove 3 challenge levels from pitch to gold.
  • Scripted combat gameplay, events, streaming, checkpoints, objectives, waypoints, and VO.
  • Collaborated with Level Artists to build the 3D level layout and assemble visual scenes.
  • Worked with writers to develop the high-level beats and iterate on narrative scripts.
  • Wrote initial passes of objective, objective summary, waypoint label, and context-sensitive interaction text.
  • Implemented and maintained the path network, cover objects/markup, and gameplay pickups.
  • Optimized content to meet performance targets and fixed bugs.
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