Darkwatch

Darkwatch is a first-person shooter developed by High Moon Studios and published by Capcom for the Playstation 2 and Xbox in 2005

Core team: ~100

Time on project: ~11 months

Contributions

    • Designed and scripted Torture Maze and Rescue levels
    • Tuned physics and gameplay for four-wheeled, Gatling-gun vehicle
    • Wrote Design Documents on Multiplayer Modes, User Interface, Physics

LinkedIn Recommendations

"Stephen did a great job wearing many different design hats; from tuning vehicle physics, designing several game play systems, to scripting and implementing in-game missions--A well-rounded and professional Designer." - Jeff Ross

"Stephen was a very competent designer who's levels were solid and fun. I remember him forging ahead in areas and creating new and improved ways to use our tools. He took over designing vehicle mechanics for me in our previous game that was sadly cancelled, and headed the charge for vehicles in Darkwatch. Also, when I was laid off from Highmoon he took my final level in Darkwatch from beta to completion." - Tony Dormanesh

"Stephen was put in a very tough situation with having to develop a game mechanic and a level flow that was unlike anything else in the game. On top of this, he was working on incredibly flaky tech. He attacked the problem with passion and laid an incredible foundation for what ultimately was one of the more successful parts of the game." - Adam Poulos

Torture Maze Scripting

Almost all of the Torture Maze had been blocked out when I started. All that remained was to place enemies, interactive objects, triggers, AI navigation, dialog, and cutscenes to guide the player through the 5 areas.

Rescue Game Design

I was originally brought on to develop the Coyote Steamwagon vehicle and associated levels.

Needless to say with scheduling deadlines, many of my level designs were cut and Players we left with a stub of a vehicle encounter in "Rescue".

Below are a couple remaining Level Design whiteboxes built in Maya that weren't meant to be.