Company
Capcom Game Studio Vancouver
Role
Mission Designer
Platform
Xbox One, PS4, PC
Tech
Forge Engine, MissionScript (proprietary)
Design Skills
Missions, Levels, Narrative, Gameplay, Leadership
Being a Mission Designer on Dead Rising 4 was a challenging yet fulfilling experience. Changes to gameplay, story, and characters throughout development necessitated quick thinking, strong coordination, and not being precious about our designs. My additional skills in storytelling, prototyping, documentation, and coordination were constantly in use.
Across many iterations of the game, I designed over 15 mission experiences, prototyped various items, objects, puzzles, and features, set up zombie and item layouts, and even trained and mentored new designers. I eventually came to own, design, and implement the final chapter of the game.
When I volunteered to take on Case 6, it was one of the least fleshed out missions. It needed a final boss design and for several narrative threads to be tied up. I coordinated with the writers, Senior Level Designer, AI designers, and other departments to pull the vision together. The result is a bespoke chase scene, bombastic final boss, and a zombie horde last stand to cap off our zombie game with a bang.
My goal for the Case 6-1 was to keep the momentum going from the end of Case 5 until hitting the final boss battle in 6-2. This heavily afforded a chase moment with Vick, who had just stolen Frank West’s camera (a collection of all your game progress).
Chase - Escalator jockeying
Chase - Dodging zombies near Caribbean Cove
Chase - Vick closing a gate to block your way
My goal for the final Calder boss experience was to provide a gameplay x narrative catharsis to the Calder and Vick storylines and give a final showdown with the Exo Suit feature. Working with an AI Designer, Level Designer, and the writers, I designed a fight with several phases to achieve that goal.
Phase 1 - Calder grabbing base Frank
Phase 2 - Exo-suit v Exo-suit
Phase 3 - Jumbo TV health recharging
Phase 3 - Exo-suit electric power-up
Phase 4 - Calder being blasted off the Jumbo TV
I was adamant that the final game moment needed to end with a huge zombie horde showcase. Everyone agreed, but the resources were scarce. I spent a lot of extra hours researching, prototyping, level designing, and pushing our zombie tech to the limits to bring this moment to life. In the end, many on the team heralded it as the coolest moment of the game.
Case 6-3 Multi-NPC Pathing
Last Stand Area 1 - Parking Garage Barricade
Last Stand Area 1 - Zombie swarms
Last Stand Area 2 - Quarantine Checkpoint
Last Stand Area 3 - Containement
While I became the Case 6 owner for the final version of the game, I had also contributed towards other Case designs, side content, and various iterations of the game and story throughout my time on the project.
While a lot of DR4 mission design required working with an established world layout, I was lucky enough to be able to impact level design for one of the mall areas, and the addition of the mall’s exterior parking garage for use in Case 6. I worked directly with the Senior Level Designer, environment artists, and lighters to plan, design, and implement the vision for these areas from start to finish.
The chase in 6-1 takes place in mall areas traversable early in the game, so it required a lot of level designing around existing spaces. Using custom zombie spawners, zombie flow volumes, NPC waypoints, custom gating, and a lot of trial and error, the design came to life.
Case 6-1 Mall Map Layout
Kiichiro Plaza was built from the ground-up to facilitate the Calder Battle. It contains two floors, shutterable storefronts, custom spawn closets, a dynamic lighting system, and various Exo-Suit weapons available for play.
Kiichiro Plaza - Fully Lit
Kiichiro Plaza - Post Battle
Case 6-2 Combat Arena Layout: Power-Ups and Spawn Closets
The top of the exterior parking garage is connected directly to the mall via skywalk and is split into three stages for the last stand. The area is set dressed as a paramilitary quarantine, culminating in a helipad on the top. Players move from each area based on a timer, which is themed as Brad unlocking shutters and gates that block your path forward.
Last Stand - Phase 1 Layout
Last Stand - Phase 2 Layout
Last Stand - Phase 3 Layout
In addition to Case 6 level design, I also contributed to various other aspects of game level design.
Dynamic Encounter trigger presentation
Dynamic Encounter - Obscuris enemy group v zombie horde
Gameplay design is one of my biggest design passions, so I ended up hanging around the Gameplay Designers often, picking their brains and helping bridge the gap between the two departments. Through that, I worked quite closely with a few folks on the NPC waypoint system, and getting the final Calder battle set up.
As a narrative buff, I was extra keen on making sure that our mission moments, gameplay, and story were running in parallel to create memorable experiences. Across the project, I brainstormed story and mission beats with the writers, worked with them heavily to direct the end of the game in Case 6, implemented dialogue strings and voice overs, and adjusted content based on writer feedback.
Even as a junior designer on DR4, I did my best to become an expert in my discipline. I quickly became a go-to designer for Mission Scripting knowledge, answering questions and helping fellow developers with anything they needed a hand with.
I helped train and mentor two other junior designers later in the project on how to use our engine and tools. I also shared knowledge and mission progress during studio meetings on several occasions, and even started up and gathered resource for a studio design book library.
Teamwork