ROLE: Technical Artist

Project:

Sled Storm

Release date:

July 1999

Studio:

Electronic Arts Canada

Platform(s):

PlayStation

Sled Storm was my first developer role. After self teaching myself 3D Studio Max and dabbling in SoftImage, I was asked by the studio QA Manager if Iā€™d be interested in helping out the team as a Level Editor to do AI pathing due to my 3D knowledge.

This team is still a highlight in my career as it was a small team with massive heart behind it fighting the good fight to make an impression at EA and the industry as a whole, and it succeeded in doing so.

Key Responsibilities:

  • AI pathing layout.

    • Placed AI path nodes for 4 path loops around each track

    • Utilizing the in-game overlay editor, each restart of the race would result in instant feedback of AI following paths

    • Identified shortcomings in this tool and worked with the Senior AI Engineer to create meta info for each node (e.g. the top speed AI should pass through the next node in the loop.)

    • Implemented much higher detailed AI pathing systems using a visual tool the Senior AI Engineer created for me (over a weekend at that!)

  • Replay camera implementation.

    • Placed all replay cameras for all race locations

    • Used the camera system to record myself driving backwards around a track for the end credits video (Not an easy task)

  • Placement of some interactive environment assets

    • Placement of some animals with associated sound triggers

    • Placement of the infamous rabbits

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