Deus Ex: Mankind Divided

2014

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.

Deus Ex promo image

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.

Oliver Philbin-Briscoe