Released: May 2012
Studio: Double Helix Games
Platforms: Wii, Xbox 360, Playstation 3
Engine: Hex
Time on Project: ~6 months
Role and Contribution
I joined on to the Battleship team in late 2011 while the project was in early production as an AI Combat Designer.
I helped implement and tune all of the common enemies including their cover mechanics and behaviors including cover, retreat, agression, and melee priorities. Additionally I implemented the dropship and boat disembark action for friendly and enemy AI.
Development on this product was very short and resources were quite limited though the core gameplay of shooting and cover mechanics were better than one would expect for such a short development time.
Notable Designs
Light Alien Trooper
Basic cover shooting enemy
Prioritized finding cover, laying down suppressing fire, and running away from grenades
Heavy Alien Trooper
Juggernaut Archetype character
Prioritized melee and charging at the player
Dropship and Boat Dropoffs
Linked characters that would activate disembark actions on trigger from level designers
Aliens drop down from hovering ships
Friendly soldiers jump out of seating positions