ROLE:  Mission Designer

Platform:  Oculus Quest, Quest 2 |  Engine:  UE4

Medal of Honor: Above and Beyond is a first-person VR shooter. The player is inducted into the OSS after serving on the North African front and takes part in missions across France, Norway, and Nazi Germany during WWII.

MoH:AB also has the distinct recognition of producing the short documentary Colette (2020), which was honored with the Academy Award for Best Documentary Short Subject at the 93rd Academy Awards.

 

My Work

Mission Design

  • Inherited and owned 12 levels (approx. 20% of story levels) and the hub level; received levels at various states from needing a total scripting and combat gut to maintaining horizontal slice levels

  • Owned all 7 cinematic briefing segments that played before missions

  • Owned 20+ in-level cinematic moments, many with interactive components, and many more unique one-off character animations

  • Owned achievements (80) and collectibles (3 types, 42 instances) from pitch to ship

  • Developed an automated method to track enemy and weapon data throughout the game in order to enhance scripting cleanup and expedite cross-level difficulty tuning

  • Worked on various levels that necessitated balancing excitement against VR sickness (tilted maps, heights, skiing, moving vehicles, etc.)

  • Scripted several unique one-off moments, such as:

    • Unique death/fail beats if the player makes noise during sneaky segments

    • Headbutting a specific character at a specific moment to change his monologue

    • Grabbing a character’s hand to pull the player up

    • Shark-devouring mechanic if the player swims out of bounds

    • Pointing out a specific character to implicate him as a spy

    • Quickdraw moment while an enemy holds a hostage

 

In-level cinematics (“skits”) from Mission 1. Skits required careful placement and adjustments to appear correct in VR

Gameplay and an in-level cinematic from Mission 4. Far right demonstrates interactivity from pointing.

 

Level Design

  • Participated in and occasionally led spotting sessions with the Mission Design Lead and Art Director as our environment art partners delivered assets and arted levels

  • Communicated level needs and feedback to design leadership and art partners as needed to accommodate gameplay needs

 

Misc

  • 1 of 5 developers chosen to represent the project and shepherd members of the press through demo levels during the pre-release press event

  • Participated in prerelease interviews for promotional material

  • Participated in MoCap sessions to validate design needs and assist the director and actors in scenes