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David Pittman
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Brothers in Arms: Hell's Highway

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Quick facts:
Engine: Unreal Engine 3
Role: Programmer Intern

From June to September 2006, I interned at Gearbox Software, developing tools and gameplay systems for Brothers in Arms: Hell's Highway.

This included refactoring Gearbox's custom AI diagnostic tools to support debugging AI squads as well as individuals. To visualize the data, I created an AI debugger HUD with visualization of shot traces and covered regions as well as textual information. As the project grew and more debugging information began to clutter the screen, I developed a "remote control" interface to selectively toggle portions of the AI debug data to allow users to focus on what mattered to them.

I also contributed to a handful of gameplay tasks. In particular, I wrote the physical prediction for the grenade targeting system such that the player can see exactly where his grenade will land.

Ubisoft
Gearbox Software



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