City Under Siege

Associate Producer/Lead Multiplayer Designer/Lead Sound Designer - Third Person Shooter (XBox, PS2)

My role in City Under Siege was one of the best experiences I have had in the game industry. I was quickly promoted to Associate Producer after the completion of kill.switch where I began to take on my new role with great enthusiasm and excitement.

In my new role I was finally able to officially use my talents as a natural leader as I guided the level design team, designed and documented a never-before-seen multiplayer system, and began to build an all new sound system that would be able to be used for CUS as well as other projects at the Studio. Around this time I also began work on my own project, Relic.

City Under Siege was the final name that we gave to this project before it was sadly shelved after a ton of work at Namco. The images below are mostly from the multiplayer level that was brought to E3. I will add some concept art and level layouts as I am able to scan them in.

Duties

  • Coordinated the efforts of programmers, artists, and designers on game mechanics, level design, graphical design, project management, and asset construction

  • Researched and wrote design documentation for multiplayer and single-player gameplay

  • Produced a successful E3 2004 product demonstration within a restricted timeframe

  • Designed, documented, and began production of Adaptive Music Engine, a multi-platform, multi-game music and sound engine

Game Images

 

 

 

 

 

 

Gods And Heroes | City Under Siege (The Adversary) | kill.switch | American McGee's Oz
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