
Capture from Sucker Punch engine

Capture from Sucker Punch engine
Environmental Destruction Design
One of my goals at the beginning of Infamous 2 was to design a much more dynamic player experience where the environment responded to the player and NPC actions, some subtle and some not so. I created a library of props that could be used in a variety of environments as well as some specific location landmarks that players could destroy for strategy or for fun.
The French Quarter
The balconies in the French Quarter were already being used for a number of combat encounters. The fragile look of the decrepit buildings with thier rickety balconies made this a natural choice to start implementing large scale environmental destruction. I wanted to not only change the physical space but also let the player create personal "Big Moments" outside of the narritive. I originally laid out the French Quarter to have narrow streets and over-hanging balconies to reflect the age of the neighborhood and to compress the gameplay while providing a vertical play space. This narrow field of view helps focus the player's attention on the combat targets while allowing the destruction effects and animations to be front and center and not pulling the players attention away.

Capture from Sucker Punch engine
Gasworks Propane Silos and Pipeing Networks
The propane silo and the attachable pipeing is a fully destructible, modular network of interactive objects that I designed for InFamous 2. This was prototyped and tested using Maya for modeling and spline/trigger placement. I scripted the event sequences creating the explosions, limits of the chain reaction, collapse and resulting debris.
