Over the years I’ve participated in several game development-related projects, from games to engine development. Below you will find such a list, minus the (5+) games that were cancelled and unfortunately can’t be mentioned publicly at this point in time.
2018 to Now – Halcyon (PC)
Halcyon is an engine currently in development at SEED, or Search for Extraordinary Experiences Division, an R&D group at EA. This agile R&D engine is designed for rapid prototyping of ideas and to help prove-out new technology for the benefits of games in development at EA. Halcyon is used to scout ahead, share findings back to various teams, mitigate overall R&D risk through quick iteration, and help guide the adoption of novel ideas and technology from the R&D workbench into game productions.
Some of the ideas and technology developed in Halcyon have made it into several EA products, including EA’s Frostbite Engine, and other unreleased games currently in development. Its development has been highly shared over the past six years at SEED and is the result of many years of work, from highly talented individuals from SEED and other groups at EA.
2018 – PICA PICA (PC)
PICA PICA is a real-time ray tracing experiment featuring self-learning agents in a procedurally-assembled world. Built using SEED’s R&D engine Halcyon, this AI playground showcases real-time ray tracing using DirectX Raytracing, Microsoft’s API which enables developers to bring ray tracing to life. SEED was involved early-on in the development of this API, in partnership with NVIDIA and Microsoft.
This demo showcases several novel approaches developed specifically for real-time raytracing, including raytraced reflections, ambient occlusion, soft shadows, transparency, translucency and subsurface scattering, as well as dynamic global illumination. I led this extremely talented 15-people team and the project. I also implemented several aspects including the initial bring-up of the DirectX Raytracing API, several hybrid rendering pipeline blocks and core systems, as well as texture-space ray tracing.
2013 – Batman Arkham Origins (Playstation 3, Xbox 360, PC)
Batman: Arkham Origins is an action-adventure game developed at WB Games Montréal, based on the DC Comics superhero Batman. It is the follow-up to Batman: Arkham City and the third in the Batman: Arkham series. The game’s storyline is set eight years before Batman: Arkham Asylum. When a bounty is placed on Batman by crime lord Black Mask, drawing eight of the world’s greatest assassins to Gotham City on Christmas Eve, Batman must bring Black Mask to justice. This, while also being hunted by the police and having to face other villains such as The Joker and Anarky.
2011 – Battlefield 3 (Playstation 3, Xbox 360, PC)
Battlefield 3 is a first-person shooter developed by DICE. It is a direct sequel to 2005’s Battlefield 2, and the seventh main installment in the Battlefield franchise. It features enhanced levels of destruction and improved lighting.
2011 – Need for Speed: The Run (Playstation 3, Xbox 360, PC)
Need for Speed: The Run is a racing game and the eighteenth title in the Need for Speed series. The game focuses on point-to-point races involving overtaking opponents, defeating rivals, time attacks, and evading the efforts of both police and criminal gang members to stop them. The Run features an extensive collection of races set against real-life locations, including the cities of New York, Chicago, Las Vegas, and San Francisco, and features a wide variety of real-life cars to drive in. The game’s career mode sees players assume the role of street racers taking part in a large-scale race from San Francisco to New York and seeking to win it against various odds.
2010 – Frostbite 2 (Playstation 3, Xbox 360, PC)
Frostbite is the game engine that powered many new games at EA. Version 2 is a significant departure from the previous version in terms of technology, including scale, destruction, animation, tooling, and visual fidelity. It powers several games, including Battlefield 3, Need for Speed: The Run, Medal of Honor Warfighter, and Army of Two: The Devil’s Cartel. As part of the development of this engine, I designed and implemented tiled-based deferred shading for Microsoft Xbox 360, without the support of Compute Shaders, as well as a temporally stable (ish) ambient occlusion for Playstation 3, Xbox 360, and PC (low-end). I also implemented visually-convincing translucency for translucent homogeneous media.
2010 – Army of TWO: 40th Day (Playstation 3, Xbox 360)
Army of Two: The 40th Day is a third-person shooter video game developed by EA Montreal. It is the sequel to Army of Two. This game focuses on two-player cooperative play and a cover system. It features Tyson Rios and Elliot Salem, the two protagonists from the original game, as combatant partners who, with the assistance of their handler Alice Murray, must fight to survive and prevail over invading forces that have engulfed Shanghai, China in a devastating terrorist attack.
2008 – Army of TWO (Playstation 3, Xbox 360)
Army of Two is a third-person shooter developed by EA Montreal. The game is centred on two mercenaries fighting through war, political turmoil, and a conspiracy. Army of Two‘s main feature is coop gameplay, with the necessity to use coordinated teamwork to accomplish the game’s goals.
2008 – Skate It (Wii)
Skate It is a skateboarding game developed by EA Montreal. The game is a spin-off of EA Blackbox’s Skate. It relies on the Wii-specific controllers, including the Wii Remote and Wii Balance Board for navigation and pulling off tricks.
2007 – Boogie (Wii)
Boogie is a music game developed by EA Montreal. As a party game, it enables players to create their character, then use the Wii Remote and a microphone to sing and dance. Each song within the game can be performed either as karaoke or as a dancing game.
2005 – Medal of Honor: European Assault (PS2, Gamecube, Xbox)
Medal of Honor: European Assault is a first-person shooter video game, the eighth installment in the Medal of Honor series, developed by EA Los Angeles and EA Montreal. The plot is based on Lieutenant William Holt, an operative in the Office of Strategic Services, and follows his deployments to allied forces in France, North Africa, the Soviet Union and Belgium.