OVERVIEW

DISNEY INFINITY is a series of toys-to-life action-adventure games about playing in the many worlds of DISNEY or creating your own. INFINITY 1 released in 2013, INFINITY 2 in 2014, and INFINITY 3 in 2015 across console, PC and mobile platforms. Development on various platforms was supported by HEAVY IRON STUDIOS.

ROLE

As an Associate Designer at HEAVY IRON STUDIOS, I scripted levels across multiple single-player PLAY SET story modes of DISNEY INFINITY 1 for Nintendo Wii. I scripted levels and gameplay systems in tutorials for the TOY BOX sandbox creation mode and some single-player TOY BOX EXPANSION GAME modes of DISNEY INFINITY 2 & 3 for mobile platforms. I also designed the touchscreen controls for the mobile interface. While on the job for DISNEY INFINITY, I had be self-sufficient in learning the development tools of AVALANCHE SOFTWARE’s proprietary Octane game engine, including Autodesk Maya (which was modified to be used as a level editor) and Meridian (their proprietary visual scripting language).

RESPONSIBILITIES

DISNEY INFINITY 1: PLAY SETS (Nintendo Wii)

There are 6 PLAY SETS in DISNEY INFINITY 1, each representing a distinct world of DISNEY with open-world missions. Main missions involve intricate objectives and major story events like cutscenes, “cinematic” set pieces and character dialogue. Side missions involve simpler objectives and minor story events like character dialogue. Challenges are repeatable timed missions with a single objective. On the Nintendo Wii version of the game, I was responsible for porting the scripting of missions across 3 of the PLAY SETS and some of another:

PIRATES OF THE CARIBBEAN | Trailer

– ported 11 main missions, 4 side missions and 4 challenges*

TOY STORY IN SPACE | Trailer

– ported 16 main missions, 27 side missions and 12 challenges*

MONSTERS UNIVERSITY | Trailer

– ported 7 main missions, 4 side missions and 6 challenges*

THE INCREDIBLES | Trailer

– ported 2 challenges*

* entailed revising missions to work within the smaller levels and memory constraints of the Wii version


DISNEY INFINITY 2 & 3: TOY BOX (Mobile) | Trailer

The TOY BOX modes of INFINITY 2 & 3 each contain 2 tutorial levels with open-world missions to teach players how to play the game and create their own TOY BOX. On mobile versions of the games, I was responsible for porting the scripting of missions in 1 of the 2 tutorial TOY BOXES in INFINITY 2 and both tutorial TOY BOXES in INFINITY 3:

INTRODUCTION TO THE TOY BOX – INFINITY 2

– ported all 43 tutorial missions*

TOY BOX HUB and MY INTERIOR – INFINITY 3

– ported all 75 tutorial missions*

* entailed revising tutorials based on touchscreen controls and Mobile-specific features


DISNEY INFINITY 2 & 3: TOY BOX EXPANSION GAMES (Mobile)

Also featured in DISNEY INFINITY 2 & 3 are the single-player TOY BOX EXPANSION GAMES. On mobile versions of the games, I was responsible for porting the scripting of missions and systems in 2 of the 4 EXPANSION GAMES in INFINITY 2 and 1 of the 2 EXPANSION GAMES in INFINITY 3:

ESCAPE FROM THE KYLN and BRAVE FOREST SIEGE – INFINITY 2

– ported procedural level generation system*

TOY BOX TAKEOVER – INFINITY 3 | Trailer

– ported all 6 levels and their missions*
– ported procedural level generation system*

* entailed revising missions/systems to work within the memory constraints of the Mobile version


Touchscreen Controls in DISNEY INFINITY 2 & 3 (Mobile)

On mobile versions of DISNEY INFINITY 2 & 3 , I was responsible for designing the touchscreen controls:

– designed wireframes of all gameplay-oriented touchscreen controls
– revised all gameplay-oriented control prompt text for touchscreen