Otherlander
  leftspinner rightspinner



Ghostbusters (Atari)
level design


Co-op Game Design

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.


gb2

 

gb3

Officially released screenshots.
Copyright © 2008-2009 Atari, Inc. All rights reserved.

 

concepts
textures
bio
contact