Jabberwocky (unreleased)
Platform: Xbox 360, PS3
Tools: Proprietary - Visual Level Scripting Tool; Universal - Maya, Excel, text files
Duration: 28 months
Team Size: 10; Last 6 months - 50
Role: Game Designer - Avatar and enemy mechanics
Metacritic: NA (unreleased)
I worked for over 2 years on Jabberwocky. This was my introduction to combat mechanics, and as such, I learned much on this project. The gameplay goals that I mainly dealt with were:
- To give the player an AI companion (Jabby) that seems alive and doesn't frustrate
- To give the player a combat move set that is meaningful and expressive
- To keep the player tied to the action through timely splits and animation
By the time Jabberwocky was cut, we had completed a fulfilling vertical slice that excited many who played it. We had succeeded in creating an AI companion who wasn't frustrating, and was helpful in combat. Coming out of the vertical slice, we felt we had good direction on where to go to then improve the sense that Jabby was alive. To this day, this is the most fulfilling project I've ever worked on.
The cinematic teaser trailer Blur created for the game.
All imagery and videos © DISNEY and their respective owners
Monsters were designed in one of two classes:
- Monsters who the main character could fight on his own needing no help from Jabby.
- Monsters who the player would need Jabby's assistance in defeating (at least until certain conditions were met).