KYLE UMBENHOWER
Lead Level Designer - World Builder - Scripter
Ratch'd Up
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Responsible for paper design, layout, mission, and combat design. Contributed to the first level art pass.
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This is probably the mission I was most proud of on the project and one of my favorite pieces of content I've ever worked on. The creative director and others tell me this was their favorite side mission in the game, and players list it in their top ten favorite side missions. It also focus tested very well with players. The mission is weird and heartwarming at the same time.
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I was sad I couldn't tell the complete story, but the short and sweet (and weird) nature of the mission was one of its strong points.
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In a skunkworks lab within Atlas HQ, the mission took place, long forgotten after all the failed experiments forced Atlas to shut it down.
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I was the map lead, which is basically a pod leader responsible for all final decisions.
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Responsible for the optimization pass, using performance captures to make good decisions about what to optimize.