For the production of Action Hero, I was primarily tasked with designing and implementing proprietary tools to assist content creators and designers in streamlining their workflow. Additionally, I developed backend systems to support the game's unique mechanics, ensuring seamless integration with said tools.
The scene based, slow motion gameplay required level designers to be able to precisely plan and time enemies and events. For this I developed custom tools for Unreal Engine to support this and and design it in a way that the level designers wanted. As the development was short with high goals, it was paramount to remove as much friction as possible with the engine's already existing tools.