I came to the project after it was released on Steam Early Access. The first work I did was to localize the game into 24 languages. After the localization was updated I moved to implementing gameplay features and bug fixes. Work started on design and building Sunrise Heights, which I built the grey box and first art pass.
Matt Holdener's Portfolio
My Portfolio of games I have worked on.
Sunday, May 24, 2020
Wednesday, December 7, 2016
Fat Princess Adventures - Funbits Interactive
I started working on Fat Princess Adventures early in the pre-production cycle of the game. Outside of designing levels and encounters, I implemented and maintained the quest system, scripted environmental hazards, and made sure all gameplay was network and savestate safe.
I scripted and maintained the core functionality for the Endless Arena Battle DLC. This mode was built much like my Guardians of Middle Earth: Survivor Mode DLC, which I talk about in a earlier post. Endless Arena Battle consists of infinite waves of enemies and to break up the mode a bit every couple of waves is a fun mini game, i.e. basketball, destroy a wagon, and chicken wrangler to name a few. When the level starts the scripting logic will iterate through the enemy spawners and find how many waves have been set up and will start to spawn the waves in order. The first five waves are the tutorial waves and when the last wave is killed it will loop back to the start skipping the first five waves.
Siege of Great Bitten
This is the first level of the game, which we continued to iterate on throughout the development cycle. This level was also used as our demo at game conferences. I crafted the encounters, adding in the elite enemies, building the opening cutscene, and implemented all the quests and quest related objects.
I scripted and maintained the core functionality for the Endless Arena Battle DLC. This mode was built much like my Guardians of Middle Earth: Survivor Mode DLC, which I talk about in a earlier post. Endless Arena Battle consists of infinite waves of enemies and to break up the mode a bit every couple of waves is a fun mini game, i.e. basketball, destroy a wagon, and chicken wrangler to name a few. When the level starts the scripting logic will iterate through the enemy spawners and find how many waves have been set up and will start to spawn the waves in order. The first five waves are the tutorial waves and when the last wave is killed it will loop back to the start skipping the first five waves.
Siege of Great Bitten
This is the first level of the game, which we continued to iterate on throughout the development cycle. This level was also used as our demo at game conferences. I crafted the encounters, adding in the elite enemies, building the opening cutscene, and implemented all the quests and quest related objects.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8BD2ZI43pWNTjNULYSEKB9mtFp_0QC0juMLHGRQ-mv0eTHU2JLtZ14JM1Ewg7kM9c_qGM_ofcR7-EqGxIVIlglFMQvdmHhT05KQ1lfSrNse8H1AQEw6YIloo0CrJvSof0Ghr62xdNb1H6/s200/Chapter1_01.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsjQOjiwhb9o6Kbn_UDcUk9qB9umNESXayKHY4_eO4jFnq8b1rzs20e2bOfpgSBUWcJhvEYFIZVL7nDpeI7BaACwP9vJ-5nnGulZRLwa0PewbY5UdaiLoVkcvpBWQi88qCp2qVQEGBSoPX/s200/Chapter1_02.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjz2BbzUCTE26DIzSekkfM_wBf9cqkTNPkmAxtcddT-kohA-29rpt4F4ceX_R2iEMFALhrZ6OU4NybjvxkWANrMgtVxBsKQEjLQXEO7pN-Lyt5v7Df0gEDvx3TMjWp7eB-6DCJkxfRSZK6C/s200/Chapter1_04.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0LoSBiVx9HDsr1k94USg-vrQozuu9k574ZX-HtwsfP8GIaJyBzyrepdA0kRoxHH0Sb_3NsNk4gJLfG99oRH6LG2S4_4UdEYirnllirAXE6d4y8kkFjmYyTm72UFAVW7pH0zrG4BvYYTeL/s200/Chapter1_08.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigPbaplGyECi1w2nQli3MQcREw5kmi9y-Iwvp7fFYLK9NJcyxGqi0TuWPi3OYY4EJyE2agCcgjrPhCP0uiEloZIrQ4FPFeym2vLgIzM3qgSvAL2pcImM5v2ZDe94eoYJiZIcJIjKoEOGkK/s200/Chapter2_07.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXxjUGUdFcOa_JlzqoLxHEXBf3bWMr7ZVpocZPsdNz04wBqHixBp1vCSPzhdW3jrVNXP94PW1wns-fnI7dAr7wk9PgZE6BhgP7EalduW7-CoKV80Az7fhH3WOcHTL9nN2sTImh7-HXzHrU/s200/Chapter2_09.jpg)
Lost Lake
I took over this level after the layout was mostly complete. The level had some layout issues with small pathways and camera blocking issues, which I fixed. I implemented the initial quest path, when I took this level over the quests needed some serious networking help. The design team decided we needed to rework the enemy types in this level as they were mostly only melee.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6bpJZtAsHoGipiiimBMWCE1Q9jsyhW7c_xm2efDVSymE-rwZ43YpXm7xJFePckszyB_9g8_edo3xi54NR4LCgJwnxz-s9LVvvExzPRKTReuDLJ1OUJKPvR8LKSG2HLB4N-SYb71wBWXu5/s200/Chapter2_50.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0htrtTz3DrszMDY9orN9Ow2sJ_Bd6BIXv-kubXov9DhIHKHq0E2kl5-00wp8ydH1y__1-rdIdNUUZMHdrgPG25-Pvar83kWdpAGWjtyw0VWUWaz9ScJ29hyaq6h1hyZCQhZbPhwVaL7oC/s200/Chapter2_53.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy_KW-PN_BbX3r2TLB_uS_EZfHM11iKNBUzzt1OiiW3jo_9GAlgCIr7PqF7mHWSe46jTNJ_5F-VxqtWLwjzvk6rZWxPYvyoXFMklCOr2JlIWaJ49JxGm1qMht1g2WEOd5LrTVSb0sIkEQy/s200/Chapter2_56.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEaCfYxayz36ikyJGszKsgUzjV1DUkaNnbHtTW3qj1P__ivIA0Kumv5NcFe2v59EI5dWe80nZFUJxI0TUDoqQ6sWp0QWJ-mJ0zsP2-H0b2PbBD3diI1-Qn6Kfpm1Icu9veBijMFtCxSXn7/s200/Chapter2_58.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAn2uw4OysDVxTvh_Oxjuuohfsb1M0AIHeRyp7XIZhWUr7HO5Wh3u1NRe-F4rVTMk8Py3ula4UyKg5NQJeEINb_niENl2otdbEPtUjVeWswBlI-QZ2GJUWgkZOOA_2AzC2gOdm7wonMJpA/s200/Chapter2_61.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji1HnbtKyagMVMTxAyc2auxrQSxspw1237CSQLQyXFLDm1Wp8rMY2U7Nn60LsplXRLhNmdXaysUocoyB2AIbEcttId_qdnWGDg_QD6vHt0xlwRAZtdhVvBhRIEh9mIMjyFKqpORT5EBmeY/s200/Chapter2_55.jpg)
Pirate Caves
This level I designed the layout from scratch. The greybox was built on a grid making iteration easier, implemented the quests and the quest related objects, and scripted the encounters.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRP0NY3WHPGJlTiaoffIn9czYx0DkoB0prX1fzrllxC1Sb6qpSCl6nviSLSewcQdioFBYLIcrQ2u7X3V8zn2FNkw4ZwnUJRhhK8pioVxsid3z4rLVXm-gFpLzFXo8uQKhz69LIKxxcBqmd/s200/Chapter4_01.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMQqP7dOFJ0cLuhnhstllwhcpg-HWOq-79yLJTC_sttPgerXGFQjHoBIJzBOdUlwQ_wmnS8GtU1ARMMqU_znoleefMVcOv_epkMVqGXZ1TZrGwshWuI3erC4QMK4QU6m4uoLANm-q6dvSx/s200/Chapter4_03.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6yLR7O93bC0RXAn5uvxqNi4CskPYU68FNlQiEeUj9xJV8XeEQCwzPlGiSSpLtnSN79vkjvjP-nwCowDkv0a30VhuVXP3X0r68VbmxWe15wwh3PP4Ymw5kT1SCbxxcVS9wEZoqL8lZJQQp/s200/Chapter4_04.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgOHv4IaeTgQ-iGMIFQ_J5fqah8-nbJj5hhnmlKm2qOCkgM8HJFSfJnqKp5FOfRVZGjxhKYL2F0S-VV9HfiFkviHDJCbg-9HG0odlVpSqAuj7PIjAUhtFhR-Cc3pH2XEL-MkhJ8WzNAVC5/s200/Chapter4_05.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI-NASTGvc2KHJw8KZtyWfZXhGvQ9njIbk-RT53BYyvJjZT_P7vzn75BGkkhvUExnGojaRd1jTK9SpXnwcwlOI5dzcig5Wo1f4hyphenhyphenG1S0xROWAz5kcrWbLMHA8ipohmgJCQgqPeBPXZfuIN/s200/Chapter4_07.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0MtStHjiZQzgE5E-Bbn7vkk_hea9L_3QpEuQqd9Ifo0IbspKo_MUFShUgDIYbrOytM6xLqV3iBB_ScM2vpoNNQXmYaXbvsiojVnOi1w1HKHd6VydMKbu2ZZMAIQseh1aoMAcCaLerFVT6/s200/Chapter4_12.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWpNbSkk3aoByTYV6X9E2KF7ehwNtECnfuRIYoDG08Nz4m9VFm87SgH_2bDI20p2YbMnvUSW_5J1dkYxtVBU-QpOcbwjD0YRJVK1twlwbyI8Lj9mKddJ6McuWH3z_a9z6BabhjQQlkBsXw/s200/Chapter4_17.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijSzzZNU7zPpBp5RqhABwlS9o7ZJoXj5m9z6ErC03h48lztbJQRRX9dJEUsPH2wgz5qSf11ntAMCR2zSTPU_lgvWDHSDvKG-X6RYTeWW8LFabo48pvOE8Mjw0E9fRr9bfXO-MU_YSPO1eS/s200/Chapter4_31.jpg)
Tuesday, February 26, 2013
Guardians of Middle Earth - Monolith Productions
Guardians of Middle Earth: Survival DLC Game Mode that I designed the layout, coded the gamemode systems, added all the enemies, and their pathing data. I coded the gamemode in a way that it was completely expandable, iteratable, and portable. I built it this way because it was very easy to update and change things, i.e. if I needed to add a new enemy wave, tower, shrine, or pickups I could just add them to the world and the code would know what to do.
Tuesday, November 1, 2011
Lord of the Rings: War in the North - Snowblind Studios
Started working on this game from the very beginning on a Greenlight art demo to impress the Publisher. I did paper map layout design, greyboxing from the paper design, implementing gameplay, event scripting, story logic scripting, animated props, optimizing performance, and optimizing disc space.
Ettenmoors
Built and scripted the enemy encounters and performance optimization.
Ettenmoors
Built and scripted the enemy encounters and performance optimization.
Ruins of Fornost
Rebuilt the layout, added an interior dungeon to help optimize the exterior portions, scripted the enemy encounters.
Sunday, October 7, 2007
Gods and Heroes: Rome Rising - Perpetual Entertainment
This was the first professional project I worked on. I started as an Intern level designer, but quickly gained responsibility designing eight square kilometers of public MMO space, the starting experience, and one instanced dungeon.
Caere Bay
I reworked the layout of this level when I took over the design for it. The version I took over was flat with little elevation changes and long sight lines. I decided to raise the terrain to make it more dramatic. With the help of the quest writers reworked the whole narrative experience.
Caere Bay
I reworked the layout of this level when I took over the design for it. The version I took over was flat with little elevation changes and long sight lines. I decided to raise the terrain to make it more dramatic. With the help of the quest writers reworked the whole narrative experience.
The Dunes of Chamars
Took this level over at an early greybox stage and needed a lot of work. I took what was already done and built on top of that. The level was missing visual landmarks and interesting places to go.
Took this level over at an early greybox stage and needed a lot of work. I took what was already done and built on top of that. The level was missing visual landmarks and interesting places to go.
Island of Telchinos
Telchinos was the tutorial level that I completely reworked to be a more enjoyable and narratively sound experience.
The Ruins of Chamars
Instanced Dungeon I designed from scratch.
Venatrix Glades
Took over the design on this level. Redesigned the main town area and rebuilt all the ai encounters.
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