My main responsibility on Ambush was designing the German base and surrounding terrain, as well as first pass art. We wanted to allow the player to stealth through the base in different ways. I encouraged this by providing multiple paths into the base on the way to one of two overlooks. The main concern was providing simple layered choices while preserving the players freedom to ignore stealth and go hot. The layout is carefully arranged to maximize performance with optimal occlusion and sightlines to allow for this large open Airfield without compromising gameplay.

I designed and scripted the combat in the base after the sniping sequence at the gates, as well as the cinematic tower sequence. I was also responsible for logic that improved performance by dynamically controlling all of the expensive lighting at the air base based on player location and view vector.

The Rhine:

I was tasked with constructing the German side of the Ludendorff Bridge as well as the Erpeler Ley mountains to approximation. Additionally I arranged the design of the bridge for the explosion sequence and following gameplay. I also designed the arrangement of geo and cover for the final portions on the hill at the end of the level.

I hand timed all of the FX and handled the scripting for the bridge explosion sequence. In order to save on animation resources, every single prop in the sequence is controlled by logic that approximates reaction to force with rotation and velocity based on vector direction of the explosions around them; this is further modified by sliding scalars based on size of the object in order to make the logic dynamic for all of the props and simplify the amount of work I need to do. In order to make the combat on the bridge more intense, I designed a system that cycles the planes bombing the bridge on paths that are always relevant to the players position, no matter where they are.