F.E.A.R. 2 - 2008

During the production of F.E.A.R. 2, I was responsible for designing shadow models and "gib" states for all game characters. This involved creating internal skeleton meshes, detailed organ models, various random fragments, and end-caps for severed limbs. While working on this task, I identified a unique gameplay opportunity with the Hazmat character, and proposed and implemented a new feature where the character's oxygen tank could double as a proximity mine. Players could strategically detonate the tank when enemies approached, adding a tactical element to gameplay. However, this mechanic also introduced potential chaos for players if mishandled. I collaborated closely with an engineer to fully implement and refine this feature.