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Toke Krainert – Tech Design
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Toke Krainert

Lead Level & Tech Designer

Tech Design

Throughout my career, I've designed and scripted a wealth of technical solutions including workflows, systems, tools, and nodes. Due to the confidential nature of IO Interactive's proprietary tech, I cannot share screenshots or technical details of my work – but I have outlined my efforts below.

007 First Light: NPC scripting systems

I designed the systems, workflows, and nodes for NPC scripting for 007 First Light, evolving the rudimentary existing tech into a fully fledged toolkit for authoring complex, layered behaviors with enough robustness to accommodate freedom of approach and unexpected player behavior.

007 First Light: Level flow systems

I designed the systems, workflows, and nodes for level flow, including checkpoints, objectives, intel, and more specific concepts for saving and restoring multifaceted state in nonlinear spaces to optimize context-agnosticism and minimize level designers' responsibility for consistent behavior.

007 First Light: Cover and agility markup

I designed the tools for cover and agility markup, evolving a barebones existing system into a coherent solution supporting efficient workflow, high maintainability, and strong legibility.

HITMAN: WOA: VR motion interactions

I designed the majority of environmental motion interactions in the PlayStation VR2 release of HITMAN: World of Assassination, developed the reusable underlying scripts, defined the technical workflows, and implemented the majority of setups.

HITMAN 2: NPC scripting nodes

A hallmark of the Hitman franchise is its living, breathing worlds and authentic, manipulable NPCs. During development of HITMAN 2, I simplified the nodes for NPC scripting substantially, ensured that default behavior matched common usage patterns and expected outcomes, and extended the node set to handle common setups in standardized, robust, and efficient ways.

HITMAN 2: Dialogue setup tech

During development of HITMAN 2, I designed an improved workflow and nodes for dialogue implementation in levels. The solution provided all the flexibility required for level designers while requiring minimal code support and became the standard in the HITMAN: World of Assassination trilogy.

HITMAN 2: UI guidance nodes

At the beginning of production of HITMAN 2, I redesigned and reimplemented the nodes for UI guidance used in the "Mission Stories" of the HITMAN: World of Assassination trilogy. This streamlined level designers' workflows by conflating some mutually dependent concepts, reorganizing parameters, and providing more specific nodes for common cases.

HITMAN: UI map tech

During production of HITMAN, I designed the workflow, system, and entities for the creation of UI maps for the HITMAN: World of Assassination trilogy. Given the complex geography of the game's missions, the solution had to account for outdoor as well as indoor areas accessible from multiple heights, leading to a hybrid between a global exterior and stratified interiors.