Johnny Bad Hair

In preproduction, I collaborated with Chris Solarski on the exploration of multiple game mechanics and game systems for this independent 3rd person stealth action game.

 

I worked for 140 hours between December 2016 and June 2017 – and across 3 continents! – to implement several iterations of :

  • NPC behaviour and sensory system
  • player 3Cs and tools
  • gameplay and level design ingredients
  • utilities for game structure and gameflow.

for the stealth component of the game; effectively providing the tools to present a full game loop in a semi-open level.

My contribution ended as I felt that, at this point of the project, I really couldn’t contribute much more without a near full-time animator involved: we’d push as far as we could without that and the remaining key aspects of Chris vision – including the platforming elements – needed more than just my GPP skills to be explored.

You can follow the progress on the project by checking #JohnnyBadHair on twitter!

Engine: Unity 5.5/5.6