[Electronic Arts] Level Design & Art (2000-2004)
For most of my time at EA, I worked on the James Bond franchise for consoles.
The most recent Bond game I worked on was 007: James Bond - Everything or Nothing (EoN). This was the first game that I was able to begin my transition from artist to designer. I had great mentors and I describe the move here on my blog.
Before EoN, I worked on a driving-specific team for James Bond 007: Nightfire at EA's Redwood Shores office, and together with the help of Savage Entertainment in L.A., we managed to pull off some memorable driving levels. For some strange reason, this is the Bond game people remember the most and I get asked about it all the time. I try to point them to "Everything or Nothing" but they insist they loved Nightfire better.
In the summer of 2000, I made the journey back to Electronic Art’s Redwood City, CA headquarters for a second internship while finishing school. In that time, I picked up work on several titles at the studio including James Bond 007: The World is Not Enough for N64 and Playstation. Some of my work on the game can be seen in the mission briefing sequences showing 2D and 3D elements such as wireframes of locations, shiny 3D objects spinning, and character dossier assets.