top of page

Create Your First Project

Start adding your projects to your portfolio. Click on "Manage Projects" to get started

Star Citizen

Role

Creative Director (IllFonic)

Date

2014

Platform(s)

PC

Engine

CryEngine3

Pioneered the fundamental FPS mechanics (movement, health, aiming) for Star Citizen's FPS Module in CryEngine 3, established the initial prefab system for environment building, and worked closely with Cloud Imperium Games on project/game/level design, culminating in the 2014 fan release.

The Star Citizen FPS Module was an early standalone release that showcased the initial first-person shooter mechanics being developed for the broader Star Citizen universe. Built in CryEngine 3, it allowed players to experience ground-based combat, featuring movement, aiming, and basic combat scenarios within a limited set of environments. This module served as a crucial step in demonstrating the fidelity and gameplay direction for the eventual full FPS integration within Star Citizen's persistent world.

• Responsible for creating the original FPS mechanics for Star Citizen (called the FPS Module), created all mechanics of FPS movement, health, aiming & more in collaboration with Cloud Imperium Games
• Created initial prefab system for environment production
• Worked closely with Cloud Imperium Games on creating project planning, game design, level design, & a fully functioning FPS Module in CryEngine 3 which we debuted to fans of Star Citizen in 2014

Level Design Specifics
Although I worked heavily on the production pipeline and helped create all LD metrics for FPS gameplay, I handed the core workload to a Lead LD and LD team. During production, i constantly monitored the LDs production to make sure it was keeping on track with budgets and staying true to the game design needs. There were many metrics for us to follow and the game development process had an extremely organic pipeline so things were always changing.

bottom of page