Grand Theft Auto Online
Mission - The Doomsday Scenario
Mission Summary: The players must enter a secret base within Mount Chilliad to stop a interballistic missile from launching.
Details: This is the finale mission for the Doomsday heist DLC. This was likely the most complex mission i had to develop while working on GTA Online. There were a number of challenges I had to overcome in making this mission
New environments - This whole base was a new addition to the world of GTA Online which required working with various art departments closely to create the level
Spawning within an interior - Usually when spawning within GTA Online we controlled the spawn positioning by making sure that players were all in areas we could predict. within one of the interiors this was no longer possible. I worked with tech design to design the first spawn closest we had in GTAO. It was designed to detect where the players are and spawn waves in places the players were not present.
Choices - Based on the completion of previous missions, the players would be provided more choices such as the infiltration vehicle, etc.
Adversary Mode - Stockpile
Mode Summary: Capture Flags and drop them off in your team’s drop point, while protecting your flags from getting stolen. Most flags at the end of the timer wins.
Details: Pitched, designed and implemented this mode. Created the different maps using assets from the previous DLCs. Used the new and existing flying vehicles for each map, catering the map design to the type of plane/helicopter
Mission - Exit Strategy
Mission Summary: Escort multiple VIPs through the airport, making sure they escape Los Santos unscathed.
Details: Pitched, designed and implemented this mission. The mission as aimed to showcase the militarized trailer vehicle. This mission was a particular change to get the friendly Ai to get through all the different steps without issue. In one case I had an NPC driving and NPC, the passenger NPC leaving the vehicle and getting into a Helicopter, the helicopter taking off once the NPC was in… There was so many points of failure, I was very happy to have released the mission this solid!
Adversary Mode - Overtime Rumble
Mode Summary: Launch your car using a parachute and try to land your car on the targets to get the best score possible. the team with the best score wins.
Details: Pitched, designed and implemented this mode. Created the different maps using assets from the previous DLCs. Worked with tech design to create the systems to remove some of the player control when landing on the targets (the player was only able to move the car with no braking and accelaration)
Adversary Mode - Kill Quota
Mode Summary: “Gun Game” adapted for GTA Online. players start with the same weapon. After a certain number of kills their weapons changes and generally becomes worse. Once they reach the kill quota they win
Details: Pitched and implemented this mode. Created the different maps using assets from the previous DLCs. Balanced the mode so that based on player numbers the number of kills required changes dynamically.
Adversary Mode - Land Grab
Mode Summary: Capture more land than the other teams by the end of the timer.
Details: Pitched, designed and implemented this mode. Level designed the different maps. Worked with the tech design team to have the floors change color based on which team is on it and add it to the score.
This adversary mode came about due to the tron inspired light bikes being released. This was a very nice change of pace and allowed me to have a stronger hand in level design.
Mission - Firewall Protection
Mission Summary: Hack different vehicles around the map to get data on the securoserv attack location and take out the attackers
Details: Pitched, designed and implemented this mission. The goal of this mission was to create one that played to the sstrengths of the new vehicle which is a rocket powered voltic. Because of this I felt that it should be a race against time in most cases trying to catch up with vehicles and get to the ambush location before it’s too late.
One of the main challenges for this mission was making sure that the AI alerted at the right time when hacking so the players don’t feel they were unfairly detected
Adversary Mode - Inch by Inch
Mode Summary: Get the Objective object across the opponent team’s end zone
Details: Pitched, designed and implemented this mode. Created the different maps using assets from the previous DLCs and the single player. Balanced the different maps levels based on feedback
Adversary Mode - Sumo
Mode Summary: Knock other drivers out of the ring in different environments
Details: Pitched, designed and implemented this mode. Not much to say about this one! Just Sumo with cars!








