Dawn in MediciMy first game industry job brought me to Avalanche Studios' New York office, where I began as a contract production assistant before earning a role as an Associate Producer.
During production, I was able to contribute a significant amount of writing to Just Cause 3's cutscenes, missions, lore, and world sim characters. I worked with our Game Director, Roland Lesterlin, and writers both external and internal in crafting the narrative landscape of the Mediterranean island nation of Medici -- and picking up some Interlingua along the way.
As narrative producer, my role gave me unique opportunities to attend voiceover sessions at NYAV Post's cozy Chelsea studio, and to oversee performance capture shoots with Goldtooth Creative and Animatrik at the Brooklyn Naval Yard's Steiner Studios.
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After the performance capture shoots, I ensured cinematic animation quality, and managed the intricate process of integrating, lighting, and adding effects to the animation in-engine. That included coordinating the iconic beach explosion loading screen, a personal favorite.
(I also worked quietly with one of our artists to make sure Mr. Snowman returned for Just Cause 3!)
Once our story work was in motion, my focus shifted to producing the localization pipeline with our publishing partners at Square Enix London Studios. I managed the integration of thousands of audio files and translated text strings across ten languages, enabling Just Cause 3 to reach players from São Paulo to Osaka.
As production on Just Cause 3 wrapped up, I traveled to Amsterdam and Mexico City to promote the game to the press. My interviews appeared on websites like VGEZone and Gamerzone, and in the Netherlands' Power Unlimited Magazine.
Just Cause 3 set photos courtesy of Michael Sinterniklaas
Power Unlimited Photo courtesy Koen Coppens |
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