DEV DIARIES

Adam Poulos, Technical Designer - 12/19/05

Technical Designers, or TDs as we call them, are a cross between Designers and Programmers. We operate in the overlap between the two departments and take on tasks from both sides. Sometimes we'll have light programming and scripting tasks involving languages like C/C++, Lua and Kismet. Almost every day we'll be using 3D modeling programs to add scripted events and gameplay to Designer levels.

In a single day, a TD might be getting final art from the art department for, as an example, a sequence involving a hanging coffin. We set up the physics for it, place it in the level, make sure that the audio team is happy with the sounds it emits, such as the creaking of the rope it hangs from, and script a scary sequence that a player triggers when they approach it. We constantly iterate on the setup with various departments to get everything just right. Things get fun when there are 3-4 of these types of projects going on in a single day.

TDs are also often the ones who try out new tools and game mechanics, and end up passing that information on to Designers and Artists. A big responsibility for TDs is to always keep thinking about how Designers and Artists create content, then try to create about better ways to do the same thing. This can be done by keeping up to date on new engine features, creating new combinations of current technology, tapping into our admirable Tools team or even programming the new tools ourselves.

High Moon Studios is a big facility spanning about 50,000 square feet. Sometimes when going to see someone in another department, we make traveling easier with a pair of Heelys or a "borrowed" Razor scooter from another department to traverse over the smooth concrete floors and long hallways at high speed. Surprisingly, collisions are rare even though there are a number of people who travel this way. It's tough not to want to travel at high speeds, especially when after a lot of hard work you finally start to see your ideas and those of the people around you start to manifest in the game. You think, "That's going to be a lot of fun."

Adam Poulos
Technical Designer
High Moon Studios

 

 



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