Title:
Boiling
Game:
Max Payne 2
Type:
Team project
Role:
scripting, additional art, scenario
Release:
March 2009
Summary
Initially designed to be part of Mona: The Assassin, this impressive level has been crafted by a couple of talented level designers. When we decided to leave it out of Mona: The Assassin, instead of letting it go to waste I figured I would script it anyway and release it as a stand-alone project, creating a short noir story around it.
Challenges
My take on this project was that it would be my last contribution to the Max Payne universe, and for that single level to stand on its own, I wanted to make it a proper cinematic experience. I worked on making the cut-scenes as professional as possible to give it a stylish look and feel.
Developing a deep story in a single level would be tricky, so it's rough around the edges. But I believe the visual quality of the level, seconded by my attempt at presenting the otherwise shallow story in a cool way, provides a short but quite enjoyable gaming experience.
Exact role
I started off from the level geometry alone and scripted it, imagined a story around it and wrote the dialogues, created an introduction level, did all the coding and modifications necessary to make it feel as I wanted it to, and designed all the artwork.