PROJECT SUMMARY
Scooby-Doo! First Frights, an action adventure platforming game developed by Torus Games for Wii, PS2 and the Nintendo DS, and published by Warner Bros. Interactive Entertainment. 
My contributions on this project included:
  •Level design and building
  •Whiteboxing
  •Puzzle systems
  •Chase sequences
  •Scripting
  •Debugging on devkits
  •AI scripting
  •Publisher correspondence
CHASE SEQUENCES
What's a Scooby Doo game without scenes of Shaggy and Scooby fleeing from a ghoul or two? For Scooby Doo! First Frights I was tasked with designing the gameplay systems for chase sequences, as well as building two of these levels. For these I was assigned and artist and an animator, working together to create roller coaster chase scenes full of twists and turns.
For Scooby-Doo! First Frights, chase sequences initially were designed on a rail system. This design had to be scrapped mid-production, and I was tasked with finding a new design solution utilising existing game systems. I pitched my ideas, was assigned a programmer and an animator, and worked with one of the senior artists on prototyping a chase sequence that employed a dynamic animation and camera system that would adapt the the player's skill level. This system did very well with a focus test group, and was used as a reference for other chase sequences in the title as well as in the Spooky Swamp.
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