Game cutscenes
I was responsible for about a third of the game's cutscenes. The main challenge was obviously adapting the basic cinematography shot-size conventions to the low poly characters and the limited array of possible animations. It was decided that we would let the player get used to the limited graphics and use close-up despite attracting a lot of attention to the graphics.
My goal then was to make all the cut-scenes very dynamic, setting up the scene in the most interesting areas and using a lot of character movement.

As an example of my work, here is a link to a walkthrough video by MahaloVideoGames, the cutscene starts right after his introduction, at 0:26 (the video is already cued to start at this point) and ends at 1:15.
Missions Working off the high level mission sheets, I designed and scripted the specifics of each mission. This involved setting up the objectives, trigger zones, and NPC placement, actions and waypoints. I also setup a companion system with one of the developers to allow the player to bring one of the allied NPC along with them on missions. For most actions (combat, movement, etc.), the companion reused the opponents' AI. However, the companion was given more possible actions, such as getting into cars with the protagonist and protecting the player as best they could. We used a target priority to ensure that the companion's death would not be a common occurrence (enemies targeted the players first, unless the ally NPC was left alone in the fight), hence avoiding the escort mission's usual frustrations.
Molotov cocktail A minor but significant contribution was the introduction of a throw system with feedback in the game. The system was used for grenades and molotov cocktails.
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Gangstar: Miami Vindication (Gameloft, 2010)

A GTA-esque open world, action-adventure game about a man looking for his brother in the shady circles of Miami.

At the beginning, I worked on this project as a cinematic designer and mission designer. I then also contributed to game design for mechanics tweaking and UX design. Finally, I was a substitute lead designer (uncredited) for a short period of time toward the end of the project.

My main contributions are about a third of the in-game cinematics, the throwing mechanic as well as a the introduction and balancing of the NPC come-along design (so that selected NPC could accompany the protagonist on certain missions).

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Danny Godin
Game designer Montréal, Canada