Before starting my undergrad, I was employed for a year and a half at Eidos Montreal on their forthcoming flagship project, Deus Ex: Mankind Divided.
I worked closely with art, design, and programming teams to deliver integration-heavy gameplay elements.
Promotional image from the game's marketing campaign.
Train station cutscene
One of the features I worked on as a scripter was a constrained free-look during this extended interactive cutscene.
This was something I built using the basic camera, input, and math nodes that the Dawn Engine's visual scripting tools already provided.