Sean Williams

Game Designer portfolio

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Lost Planet 3

Credit: Senior Combat Designer
Developer: Spark Unlimited - Sherman Oaks, CA (Publisher: Capcom)
Genre: Sci-fi 3rd/1st person shooter
Engine: Unreal Engine
Release: August 2013
Platforms: Xbox 360, PS3, PC

  • Managed the development of enemy A.I. by coordinating with A.I. Engineers, Animators, Character Artists, VFX Artists, Sound Designers, and Level Designers
  • Worked with Level Designers to develop combat encounters
  • Designed and balanced A.I. behavior for all game enemies (including boss A.I.)
  • Designed and managed core combat systems (Utility Rig/Mech melee combat, gun behavior/balance, and struggle "quicktime" interactions)
  • Worked with Production to organize and manage focus tests

UFC 4

UFC 4

Credit: Senior Designer II
Developer: THQ San Diego - Carlsbad, CA
Genre: Sports simulation
Engine: Unreal Engine
Release: Unfinished

  • Designed core combat systems
  • Designed and managed development of character state-machine editor during engine migration
  • Managed game and engine systems design and the associated interface tools (Replay cameras, blood and bruising tech, multi-part animations, on-screen FX, Create-a-Character, and in-game rewards)
  • Worked with Designers to architect character control schematics/state machines, specific character definitions, and A.I. behavior

WWE All-Stars

Credit: Senior Designer II
Developer: THQ San Diego - Carlsbad, CA
Genre: Arcade fighter
Engine: Unreal Engine
Release: March, 2011
Platforms: Xbox 360, PS3, PS2, PSP, Wii, 3DS

  • Designed and implemented core combat systems
  • Worked with Designers to architect character control schematics/state machines, specific character definitions, and A.I. behavior
  • Designed and programmed an animation tracking database using MySQL,.html, JavaScript, and XML
  • Scripted animations using a proprietary scripting and animation editor (a variant of Unreal)
  • Worked with Animators to streamline animation pipeline, improve animation quality, and enforced animation consistency

Unannounced Action Sports Title

TNA iMPACT Wrestling 2

Credit: Senior Designer
Developer: Midway Games - San Diego, CA
Genre: Arcade fighter
Engine: Unreal Engine
Release: Unfinished

  • Worked with Designers to architect character control schematics/state machines, specific character definitions, and A.I. behavior
  • Scripted animations using a proprietary scripting and animation editor (a variant of Unreal)
  • Worked with Animators to streamline animation pipeline, improve animation quality, and enforced animation consistency

TNA iMPACT Wrestling

Credit: Senior Designer
Developer: Midway Games - Moorpark, CA
Genre: Arcade fighter
Engine: Unreal Engine
Release: September, 2008
Platforms: Xbox 360, PS3, PS2, Wii

  • Worked with Designers to architect character control schematics/state machines, specific character definitions, and A.I. behavior
  • Scripted animations using a proprietary scripting and animation editor (a variant of Unreal)
  • Worked with Animators to streamline animation pipeline, improve animation quality, and enforced animation consistency

The Golden Compass

Credit: Character Designer
Developer: Shiny Entertainment - Newport Beach, CA (Publisher: Sega)
Genre: Puzzle 3rd person adventure
Engine: Proprietary
Release: December, 2007
Platforms: Xbox 360, PS3, PS2, PSP, Wii, DS, PC

  • Scripted animations using a proprietary animation scripting language and editor (AnimEd)
  • Using AnimEd, created simple character state machines for more than a dozen game characters
  • Worked with Level Designers to create A.I. boss behavior
  • Worked with Cinematic Designers to create in-game cutscenes

Silent Hill: Homecoming

Credit: Uncredited (Engine support)
Developer: The Collective - Newport Beach, CA (Publisher: Konami)
Genre: Surival horror 3rd person adventure
Engine: Slayer Engine
Release: September, 2008
Platforms: Xbox 360, PS3, PC

  • Designed and implemented player/A.I. cover system using C/C++. Worked with Engineers on cover physics
  • Worked with Engineers to design and implement data-driven interactive mesh system.

Dirty Harry

Credit: Character/Systems Designer
Developer: The Collective - Newport Beach, CA (Publisher: Warner Bros)
Genre: 3rd person shooter
Engine: Slayer Engine
Release: Unfinished

  • Designed and implemented player/A.I. cover system using C/C++. Worked with Engineers on cover physics
  • Designed data-driven in-game camera. Worked with Engineers to develop camera functionality
  • Managed Animation scrum-team. Managed team schedules and implemented environment-based hit reactions and ragdoll physics
  • Worked with Engineers to design and implement data-driven interactive mesh system.
  • Worked with Level Designers to implement A.I. cover and interactive mesh configurations
  • Worked with Designers to develop melee combat and ranged combat systems
  • Worked with Animators to streamline animation pipeline, improve animation quality, and to enforce animation consistency
  • Scripted animations and player state machines directly in the engine's code using C/C++

Unannounced Open-world RPG

Lord of the Rings: The White Council

Credit: Designer
Developer: Point of View - Irvine, CA (Publisher: EA)
Genre: MMORPG
Engine: N/A
Release: Unfinished

  • Designed open-world quest functionality
  • Designed and prototyped an open-world dialog system
  • Designed core game systems for an MMORPG setting

NARC

Credit: Level Designer
Developer: Point of View - Irvine, CA (Publisher: Midway)
Genre: 3rd person open-world action
Engine: State of Emergency Engine
Release: March, 2005
Platforms: Xbox, PS2

  • Laid out mission specific assets, event markers, and trigger zones using Maya
  • Scripted character AI, game events, and in-game cutscenes using a proprietary scripting language (Charlie)
  • Designed and implemented numerous missions in a non-linear game setting
  • Expanded upon existing mission designs to improve game flow

Fallout: Brotherhood of Steel 2

Fallout: Brotherhood of Steel 2

Credit: Level Designer
Developer: Interplay - Irvine, CA
Genre: Isometric action adventure
Engine: Snowblind Engine
Release: Unfinished

  • Laid out mission assets and event trigger volumes using the game's proprietary tile-based level editor (Snowblind Engine)
  • Scripted character AI, game events, and in-game cutscenes using Small C
  • Wrote and maintained level flow documentation

Fallout: Brotherhood of Steel

Credit: Level Designer
Developer: Interplay - Irvine, CA
Genre: Isometric action adventure
Engine: Snowblind Engine
Release: January, 2004
Platforms: Xbox, PS2

  • Laid out mission assets and event trigger volumes using the game's proprietary tile-based level editor (Snowblind Engine)
  • Scripted character AI, game events, and in-game cutscenes using Small C
  • Wrote and maintained level flow documentation
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