Game
Splatterhouse (2010)
Accolades
Featured on the cover of Fangoria #295
My Role
Level Design
Collaborated with the story lead to outline the major beats of the game’s final act. Designed levels, gameplay sequences, enemy encounters, and in-game cutscenes using the Gamebryo Engine and Maya.
Boss Design
Worked with the Combat and Animation Leads to choreograph animated Quick Time Events and address the technical challenges involved in bringing boss sequences to life.
The Quick Story
When Bandai Namco dropped the original developer, Bottle Rocket, we inherited an incomplete game, a new engine, a small but dedicated team in San Diego, and a tight deadline. Despite the challenges, we committed to completing the game. Drawing on problem-solving skills honed during my work on Afro Samurai, I designed Boss Encounters, Splatterkills, gameplay sequences, and much of the final act of Splatterhouse. Our efforts paid off, resulting in a game that was both well-received and featured prominently in gaming media.