The Legend of Spyro: The Eternal Night
Krome Studios
Nov 2007
Jan 2007 - Aug 2007
PS2/Wii
In house scripting language and editor, 3D Max, Photoshop
   
 

I was brought on board Spyro about halfway through developement and was initially assigned the levels Temple and Fortress.  As I joined the project well into production the layout had already been locked down, and for the most part, the geometry was already built for both levels. This meant my primary task was designing and implementing gameplay.

Temple was the first level of the game, as well as the E3 2007 Demo level. Being the first level, it meant that I had to introduce all of the games major mechanics in a meaningful and coheisive manner. My other level was Fortress, which was the final level of the game. It was actually the only other level of the game to use the same basic set of enemies, however these enemies were much tougher and I took this into account when creating the climactic enemy encounters of the game.

 

Temple - Part 3 - 7
Fortress - Battle 1
Fortress - Battle 2
Professional Work
   Spyro - The Eternal Night
   Clone Wars - Lightsaber Duels
   Transformers - Revenge of the Fallen
   Game Room
 
Personal Work
   False Dawn
   Evacuation Protocol
   Heated Exchange
   Rusted Time
 
Contact
gmail
Resume available on request.