Red Dead Redemption - XBOX360 / PlayStation 3 - 2010

ROLE: Lead Designer / Product Feature Definition & Design
TEAM: 4
(2x Gameplay Designers, 2x Technical Designers)
PROJECT LENGTH:
5 years

Owned feature definition and gameplay design during the first two years of development, overseeing the development of core systems and open-world prototyping and system design, managing a team of talented game and world designers in translating Red Dead Revolver's gameplay into vast, naturalistic environments while maintaining the visual fidelity and visceral combat established in the first game.

Red Dead Redemption was greenlit on the back of a previous title that struggled to find its core gameplay loop, and the team was asked to continue to work with no downtime. As Sony planned to annouce it’s thrid PlayStation at E3 that year, and Grand Theft Auto 4 was not going to be annouced to the public for at least another year, Rockstar asked that Redemption provide its first demo within a matter of weeks of starting. This demo was the only PS3 announcement demo shown at E3 2005 that actually ran on an PS3 development kit - everything else shown was pre-rendered.

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