Work // Bandai Namco
Splatterhouse
An inherited game, unfinished, on a new engine, with a tight deadline.
- Role
- Level design, boss design
- Studio
- Bandai Namco
- Platform
- PlayStation 3 · Xbox 360
- Year
- 2010
Cover
of Fangoria #295

The problem
When Bandai Namco parted ways with the original developer, BottleRocket Entertainment, we inherited an incomplete game, a new engine, a small but dedicated team in San Diego, and a tight deadline. We committed to finishing it anyway.
What I did
Drawing on problem-solving I’d built up on Afro Samurai:
- Level design: worked with the story lead to outline the major beats of the final act, then designed levels, gameplay sequences, enemy encounters and in-game cutscenes in the Gamebryo engine and Maya.
- Boss design: worked with the combat and animation leads to choreograph the animated quick-time events and solve the technical problems of bringing the boss sequences to life.
- Designed the Splatterkills and much of the final act.
The result
The game shipped, was well received, got wide coverage in gaming media, and landed on the cover of Fangoria #295.



