Saints Row: The Third
After graduating from the University of Illinois at Urbana-Champaign in the fall of 2009, I was hired on full time at Volition as a member of the Missions, Activities, and Diversions (MAD) team to work on Saints Row: The Third.
Since I had previously worked on UI systems for Red Faction Armageddon, gameplay was a new world for me. I hit the ground running and began porting over an existing Activity from Saints Row 2 and got it working in the new game. This provided a sound foundation and a great opportunity to learn some of the gameplay systems before the madness of mission development began.
I was tasked with the implementation of five missions which contained the majority of the game's pivotal boss battles. Due to these missions' increased complexity, I learned very quickly the importance of being able to effectively coordinate efforts between all the different disciplines. At any given time, my work might depend on assets or input from animation, art, audio, or design.
During my time on Saints Row: The Third, I also implemented weapons, added additional features to existing QTE, mission, scripting, and other gameplay systems, and was responsible for maintaining the single player critical path. Once work on the main game wrapped up, I shifted over and worked on the Ganstas In Space DLC as a mission scripter and gameplay programmer. The vast majority of this work was done C/C++ and Lua.
Missions that I worked directly on include:
http://deckers.die
Murderbrawl XXXI
Three Way
Ganstas In Space
That's Not In The Script!