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THE LONGEST DAY
This was another project I worked on with Matrix Games. My responsibilities included Level Scripting and general Quality Assurance.
Artists would produce the art for levels which would than have to be scripted such that the game engine knew how to handle the maps. Elevation, terrain, and the building of a LOS (line of sight) table, were all part of what had to be created to turn the art into a playable level.
Quality Assurance meant lot of time testing builds, logging bug reports, providing additional information, testing fixes, and checking anything else as requested by the programming and design teams.
I worked on the follow up, Close Combat: Last Stand Arnhem in a similar role.
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