L.A. Noire
My Role: Narrative, Research, Level Design and Scripting
Studio: Team Bondi
Released: 2011
Platform: PC, XBOX360, PS3
Publisher: Rockstar Games
Forget it, Jake.
Making a game rooted in real life with a strong dramatic style produces a slew of problems. L.A. Noire took its stories straight from the headlines and police files of 1947 Los Angeles, which challenged the team to create interesting and coherent gameplay.
I worked primarily on “side cases”, non-storyline missions based on real-life crimes. It was fascinating to pore through the source material and imagine the world that was in 1947. I set up scripting to make the cases function and edited in-world objects for gameplay functionality.
I also researched period vehicles and created a database of their stats for gameplay. I learned a lot about vintage cars!
Ultimately I wasn’t credited for my work on the game as my time at Team Bondi ended before the game was released. I’m still very proud of the intense and stylish product that was released and salute the hard work of everyone in the trenches.