MEDAL OF HONOR: PACIFIC
ASSAULT (Published by EA Games)
PC
Medal
of Honor: Pacific Assault
(MOHPA) was a very ambitious project in which the Quake III engine (used by Allied
Assault and it’s expansions) was reworked to
incorporate a new renderer, Havok Physics, and other
pieces of middleware technology. After Breakthrough,
I was reassigned to be the Design Lead on MOHPA
Multiplayer, which was outsourced once again to TKO Software. My initial job was to generate and maintain a
Design Document outlining the features and mechanics of “Invader”, an
objective-based multiplayer gameplay mode. I
collaborated closely with the TKO Leads in all disciplines (art, animation,
design, engineering, production) to document changes to the overall conceptual
game design and shepherd it from concept to creation. It was also my job to help define milestones,
to help delegate responsibilities and tasks to members of the TKO Team, to
facilitate communication between corresponding disciplines on the EA and TKO
teams, and to help resolve technical dependencies and keep TKO apprised of
changes to the design and art production pipelines and engine technology.
As time progressed, I wore many different
hats on the project, effectively acting as an Associate Producer. I interacted with and solicited ideas and
feedback from our multiplayer fan base and community through EA’s online forums. I generated interface specification
documents that outlined new, more intuitive and robust shell features for
multiplayer matchmaking, chat, and hosting that were requested by our community
and fans. I consulted with historical
advisors, wrote dialogue, and directed voice acting sessions. I contributed to
the game’s marketing efforts including writing press releases, articles, and
designer diaries, directing video capture sessions, and representing the game
at events such as the Cyber-Athlete Professional League (CPL) Tournament. I worked closely with our QA department to
balance and tune the multiplayer weapons and mechanics, and generated focus
group surveys which helped refine the gameplay and
surfaced issues in need of attention. I also helped define the features, tools,
and wrote documentation for our Mod Development Kit (MDK), which TKO also
developed and released to the community.
I was also responsible for tuning and play-balancing all the weapon
variables for multiplayer, and built a Invader level,
In short, I worked diligently on any
front that I possibly could to insure that the MOHPA Multiplayer project would ship successfully and meet the
intended goals. The nature of MOHPA’s development (2 geographically separate game
production teams working on an in-progress engine) represented hugely complex
technical and logistical coordination challenges. From this role, I learned a
great deal about managing development teams under difficult circumstances and
what it means to be a team-centric creative leader.
The first set of screenshots shown here
are from the
MULTIPLAYER USER INTERFACE/SHELL
I’ve also included a selection of shots
of the multiplayer shell screens and HUD. User Interfaces for PC multiplayer
games can be very intricate, and the knowledge and insight I gained on UI
design and general interface methodologies served me well in subsequent
projects.
Here’s also a link to a downloadable
multiplayer demo for Pacific Assault.
You should be able to browse the shell screens as well as start an Invader gameplay session.
http://files.filefront.com/3621524