Spy Hunter: Nowhere To Run (2006)
While most people have probably forgotten that this game exists (and it wasn't really well received when it was released), this was the very first professional game I worked on as a Level Designer, so I'll always have a soft spot for it.
I didn't really own any specific level designs on this project, as most of the levels were already in production when I joined the project (at least, they were all pretty much past the whitebox stage), but I did jump around to a lot of different levels and help with some gameplay scripting and bugfixes. Combat encounters, scripted events, that sort of thing. Unfortunately, I didn't keep up with any assets I worked on with this project (I vaguely remember getting new PCs afterward for next-gen development), so I don't have any specific scripting samples or anything. Oops. I put a couple videos below from the game to help illustrate what type of game it was.
Also, now that I think about it, a weirdly high amount of people that worked on this game ended up moving to Seattle, haha.
I didn't really own any specific level designs on this project, as most of the levels were already in production when I joined the project (at least, they were all pretty much past the whitebox stage), but I did jump around to a lot of different levels and help with some gameplay scripting and bugfixes. Combat encounters, scripted events, that sort of thing. Unfortunately, I didn't keep up with any assets I worked on with this project (I vaguely remember getting new PCs afterward for next-gen development), so I don't have any specific scripting samples or anything. Oops. I put a couple videos below from the game to help illustrate what type of game it was.
Also, now that I think about it, a weirdly high amount of people that worked on this game ended up moving to Seattle, haha.