I briefly worked with Offset Software from 2006 until 2007. Offset Software was a start-up company founded by Sam McGrath and his friends formerly of S2 Games. They were heavily invested in creating a game for Sam McGrath's new engine tentatively called "Project Offset". During my time there I documented and prototyped gameplay, as well as spec sheets and flow charts for tools that designers would need to finish the game (world building tools, scripting system, asset management, etc.). Sadly, the studio couldn't attract a publisher and so I left well before the studio was purchased by Intel.

Offset Software

Offset Software
Offset Software logo, prior to purchase and closure by Intel Corporation.

In the screenshots below you can see some of the initial level design and gameplay scripting that I had put into a prototype level, with AI actors patrolling and engaging in combat behaviors scripted in LUA. The soldiers had very basic intelligence - at a certain distance they would remain passive and patrol their assigned route. Once the player was within a certain radius of awareness, the guard would equip a crossbow and run to a node where he could have limited cover to protect him from the player's crossbow. If the player closed to a certain distance, the guard would change behaviors; switch to a sword and shield, hold the shield up to block while taunting/insulting the player and circle-strafing, around the player's origin, and choosing random times to drop his guard and swing his sword. It was suprisingly effective and delighted the team who until that point had never seen an autonomous character in their game.

I left the studio after several months of stress and uncertanty, and moved on to find a job where I would learn a lot of new skills in a more stable corporate environment... at least until 2008 happened.