Damnation

Project Type:  Professional

Release Date:  5/22/2009

Resources:  Website

Role:  Scripting and Scripting Tools, Build Systems

Details:

My role on the Damnation project was primarily to implement game play events through Kismet and secondarily to write UnrealScript to update or create new Kismet nodes for the whole scripting team to utilize.  Later in the project I also assumed build duties, creating a daily build for each platform, deploying it to in-house test kits, and uploading copies to our publisher.  Part of these duties involved developing and curating an automated build process.

While my core scripting duties were to implement the game play events as outlined in various design documents, I also implemented systems in Kismet in my free time that found widespread use throughout the game.  A good example of this is the artillery shelling that occurs during Arrowtree, the initial level of the game.  I noticed a lack of actual shelling occurring despite the GDD flavor text indicating the city was in the middle of an artillery strike, so I created a system to take artillery positions and a set of possible impact points and generate an unending randomized firing pattern.  The initial implementation was so successful that it was adopted into later levels such as Terra Verte.

The project was my first professional game project as a developer and the experience definitely helped give me an edge when I got to Digipen and started making games as a career choice.