In October of 2011, I had the opportunity to work on one of my favorite game series of all time, SimCity, at the Maxis Emeryville Studio.
Here's a list of the games I have worked on at Maxis Emeryville:
SimCity: Cities of Tomorrow Expansion Pack (2013) (PC, Mac)
On the expansion pack for SimCity, I was the lead scripter and I oversaw several other gameplay scripters implement features, as well as work with the leads of other disciplines to ensure gameplay features were delivered and implemented in a timely manner. I had to ensure that new systems like SkyTowers and Maglevs worked with existing systems and did not disrupt the balance of the core game.
SimCity (2013) (PC, Mac)
On SimCity, I worked as a designer, scripter, and engineer on several features. I am most proud of the manufacturing system where players extract resources and send them to certain buildings to be crafted into more valuable resources. I also worked on some multiplayer features, including gifting resources and commuting, as well as polished many of the other simulation features in the game.
the sims division at electronic arts
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In April of 2007, I joined the Sims division at Electronic Arts. I have worked on games for the Playstation 2, Wii, and personal computer. Here's a list of the games I have worked on at the Sims studio:
Sims 3: Pets (2011) (PC, Mac)
On Sims 3: Pets, I was a part of the preproduction team to help set up the Sims 3 codebase for simulated pets. This included updating all gameplay scripts and tools to make sure they correctly supported several different species of animals. I also helped iron out pipeline and animation issues relating to new species. During production I focused primarily on supporting horse gameplay including writing several socials, horseback riding, and borrowing horses. I also wrote
the logic for supporting pets jumping on surfaces of various heights.
Sims 3: Generations (2011) (PC, Mac)
On Sims 3: Generations, I worked on a couple of socials, and the cane object which included new walk styles for elder sims.
Sims 3: Late Night (2010) (PC, Mac)
On Sims 3: Late Night, I worked on several features including elevators, apartment callboxes, electronic gates, the film career, paparazzi, and a lightweight traffic simulator to make the new downtown world feel more alive.
Sims 3: Ambitions (2010) (PC, Mac)
On Sims 3: Ambitions, I scripted several objects, new lot types, a new death type, and a bake sale simulator. Hopefully it's enough to keep sims fans entertained for a bit.
Sims 3: High-End Loft Stuff (2010) (PC, Mac)
In between World Adventures and the next expansion pack, I scripted three objects for the High-End Loft Stuff pack. These were the vibrating
bed, corner bathtub, and electric guitar.
Sims 3: World Adventures (2009) (PC, Mac)
After SimAnimals Africa, I shifted over to the Sims 3 team to help them final their first expansion pack, World Adventures. I was
mainly learning the systems, and helped fix various bugs relating to spawners, vacation worlds, foreign visitors, tombs, and of course scooters.
SimAnimals Africa (2009) (Wii)
I was a gameplay engineer tasked with providing most of the gestures for the game,
supporting artists in creating three lots, and scripting several interactions, effects, and the feeding and (to a lesser extent) the ring toss mini
games. My gestures were most notably used in the ring toss, petting, and drum mini games.
SimAnimals (2009) (Wii)
I was a part of a small team to that worked on the UI screens, controls, a goal system, a mii selection system, and multiplayer support.
I added support for gestures,
multiplayer, and some camera controls. The reviews were mostly negative, and I attribute this to ever changing designs, short product cycle, and lack of overall polish.
Sims 2: Castaway (2007) (PS2, Wii)
I learned flash and actionscript to help the UI team finish up adding screens to the game. I also worked on porting the UI for the game to use that newfangled Wiimote controller.
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