October 2008 – June 2010

In 2008, I was asked to become part of a core team of four Developers.  There was a Gameplay Engineer, Graphics Engineer, Technical Artist, and me – a Workflows/Pipelines Engineer.  Our task was to build a new Tiger Woods golf game from scratch, but this time for PC and with particular consideration for traditional social mechanics.

Our technology of choice was Unity – a full Engine application.  Oddly enough, it only existed on Mac, at the time.  This meant a learning curve on Mac for the entire core team and meant for some creative Pipeline Development until Unity supported Windows.

With Workflows and Pipelines being my focus, I took on a number of challenges:

  1. Make use of art assets already available with the Tiger Woods franchise.
  2. Develop workflows that allowed Artists to could use to import and tweak art assets.
  3. Develop workflows that Producers could use to set pricing and other gameplay stats.
  4. Deliver the pipelines that took authored content and prepared it for in-game consumption.
  5. Load and manage Assets for use by runtime Engineers.

The largest effort that tied many of these challenges was a Content Management System (CMS) titled ‘T2’.  Based on an existing, internal CMS application, T2 introduced custom Workflows per requirements outlined by the Technical Artist and brand-new Pipelines that took advantage of the Unity system.

Overall, it was a mixed experience.  Development of the CMS was my largest individual contribution and was critically-acclaimed by customers.  Unfortunately, the game, itself, did not perform nearly as well.  As word-of-mouth traveled, the crux of the issue pointed to Producers having too much power over changing the game.