Frontlines: Fuel of War was Kaos Studios’ entry into one of the types of games we collectively enjoyed playing. We set out to do threefold:
Paint a picture of a world starved on oil dependance with the events of the game unfolding in a war-torn Kazakhstan.
Take a different approach than most FPS games, hoping instead to highlight the terrible nature of war rather than glorify its violence. The game culminates in an attack involving nuclear weapons and a dramatic, horrific mushroom cloud.
Innovate the on gameplay mechanics to provide a strongly team oriented game.
Frontlines was released for both Xbox 360 and PC.
My contributions as a founding member of Kaos Studios meant playing an instrumental role in taking an AAA title from prototype to release.
Implemented game rules and core gameplay features.
Implemented initial UI tech and acted as initial UI tech lead.
Worked on numerous engine additions in sound, graphics and input.
Designed and built specialist weapons and worked on AI features.
Worked closely with artists and level designers expanding on their tools.
Did discovery work and risk assessment on untested platforms (PS3) and third party licensed libraries.
Built initial versions of automated build creation and distribution system, acted as build tech lead.
Mentored and managed full time employees, interns and an off site contractor.