I designed the Protection co-op game mode (seen in the video above).
Using Terminal Reality's Dante script language, each "PKE disruptor" was scripted to take a set amount of
time to fully charge, with each hit from a ghost reversing it's progress. The players had to work together
to insure that all the disruptors were active at the end of the round. I was tasked for implementing this
mode in 5 different maps: Cemetery, Rooftops, Office, Streets, and Museum. The mode had a fairly deep
level of strategy to it (official strategy guide found here).
I prototyped other unique scripted events, such as a ghostly taxi zooming through the streets,
and large golem creatures that belched up hordes of smaller ghosts to attack the player.
Co-op Map Design
I designed certain level layouts where the game's co-op modes were to be played. I was mainly responsible
for the
2d designs and level geometry for Streets, Basement Stacks, and Graveyard levels.
Additional Design
I also helped to script an unused co-op version of the singleplayer campaign, and the creation of several
unreleased DLC co-op maps based on locations from the films.