
Amped 3
Platform: XBox 360
Tools: Proprietary - Visual Level Scripting Tool; Universal - Maya, Visio
Duration: 12 months
Team Size: 70
Role: Designer / Associate Producer - Levels
Metacritic: 72
Gamerankings: 74
This was the first game I would ever work on as a designer, and much of it ended up being me learning what it meant to be a designer. I came into this project wide-eyed, and by the end had begun to learn how to cater to different gamer types in my feature designs, how to implement gameplay at a low level and work with a team to create an experience.
“Some of the most satisfying gameplay in Amped 3 isn’t when you’re on a snowboard at all, but rather, when you go sledding. You can choose to hop on a sled at virtually any point, though there are specific challenges that task you with bailing off your sled in the most horribly painful way possible. Thanks to some pretty good rag-doll physics, this mode makes it really enjoyable to just abuse the hell out of your character.”
If I could do it over, I would love to. Amped 3 was a labor of love for the team, but also a very polarizing game due to its new gameplay style and irreverent narrative tone. Ultimately, I felt that we shipped a great product, but would love to be able to revisit the genre knowing what I know now.
The original trailer for Amped 3.
All imagery and videos © Take-Two Interactive