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
Splatterhouse boss encounter

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.

Game design // AI-powered production // Live ops

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