THE LORD OF THE RINGS: BATTLE FOR MIDDLE-EARTH II (Published by EA Games)

PC & Xbox 360

 

After shipping Pacific Assault towards the end of 2004, I took some much-needed time off to travel, going back to the east coast for Thanksgiving before kicking off a 3 ½ week tour of Europe.  When I returned to EALA in January 2005, I was reassigned to the RTS team as a designer on this project.  Making the switch from a mostly FPS background to working on an RTS was a definite adjustment for me, as the tools and gameplay conventions are pretty different.  However, as someone who has read the entire Lord of the Rings trilogy multiple times over the years, it was satisfying to contribute to a game in that world and to help flesh out and realize previously unseen locales alluded to in the fiction.   Ultimately, I found working on an RTS to be a refreshing and eye-opening experience, and I think it has proven my versatility as a game designer and adaptability to different genres.  The RTS team at EALA, in particular, was very professional and a real pleasure to work with, and out of all the games I have worked on to date, this one has possibly received the best overall reviews. 

 

DOL GULDUR (Single Player)

I worked on three single player campaign missions for BFME2 (Evil Lorien, Good Grey Havens, Good Dol Guldur), and of the three, Dol Guldur was the only level I worked on all the way from initial concept to completion (the other two I offloaded from other designers).  I conceptualized the overall structure, layout, established placement of units and structures, as well as pacing of gameplay beats and events, wrote dialogue, and scripted, tuned, and debugged gameplay.  Terrain beautification was performed by other artists on the campaign team, while detailing and creation of the larger custom set pieces were handled by concept designers, then outsourced to external development groups.  So in other words, I can’t take credit for how great this level looks!  I’ve included an image of the overall map layout, but it’s difficult to get a sense of the scale and scope of the structure from the default in-game camera.  Here’s a YouTube link to a  prerendered cinema showing off this fortress.

 

 

USER INTERFACE/SHELL

I’ve also included some shots of the shell screens.  BFME2 had a full team dedicated just to UI and my role was to orchestrate the overall functional redesign of the UI (through flowcharts and functional mockups in Visio), and to refine and improve upon the generally solid foundation provided by the UI in the first BFME.  I think the BFME2 Shell represents a distinct improvement over the UI in Pacific Assault, which I credit to the experience, hard-work, and talent of the UI Team. 

 

 

A public beta demo for BFME2 was released shortly before the game shipped.  It’s pretty hefty (over 1 gig!) so click the link below to download and install it if you are interested in checking it out.

 

 

http://browse.files.filefront.com/LOTR+The+Battle+For+Middle+Earth+II+Official+Demos/;1558184;/browsefiles.html