Detroit: Become Human

Detroit: Become Human is the first AAA title I worked on. It is an interactive drama for Sony’s Playstation 4, talking about androids starting to feel emotions in a near future.

I worked as a Scene Scripter for almost 3 years, witnessing every step of the creation of the game from the middle of pre-production to the postlaunch.

I was in charge of creating the whole script structure of some chapters of the game, including the scripting all available interactions and the behavior of some non playable key characters, integrating and managing assets to avoid loadings or performance drops, and debugging.

I was most notably in charge of the E3 2017 showcased scene “Capitol Park” :

I also hepled on the prototyping of gameplay features such as Markus’ Preconstruct (where the character can anticipate and then perform spectacular action scenes via computer-calculated ghost projections of himself) and Deconstruct (where the player has to react to a tough situation using multiple ghost projections).

This role was central to the game creation, as the person who would :

  • Translate the writing and game design into a playable level
  • Integrate most of the assets (meshes, animations, FXs and sometimes sounds)
  • Receive most of the bugs related to the scenes and then help QA team to redirect issues to the correct department (and debug the rest)

It really made me a better team worker and showed me that communication was the key element of any production.