SOCOM: Fireteam Bravo 3
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SOCOM: Fireteam Bravo 3: four SEALs, named Sandman, Raven and Toro on screen, stacked up in a concrete corridor
Role Senior Game Designer
Studio Slant Six Games
Period Aug 2006 – April 2012
Released Feb 2010
Platform PSP

SOCOM: Fireteam Bravo 3

Squad-based 3rd person shooter with tactical elements

I proposed the 'gone wrong' narrative concept that became the basis for the game, and directed the level design and story of the single-player campaign.

01What I owned

  • Proposed the 'something went wrong' idea that became the basis for the game
  • Directed the level design and story of the single-player campaign
  • Laid out the core mission structure and implemented multiple level scenarios
  • Pushed for the notebook design of the front end and in-game UI
  • The AI design of teammates and enemies
  • Scripted combat AI and gameplay systems supporting multiple playstyles

02The concept

One of my goals with Fireteam Bravo 3 was to bring a new narrative perspective to the successful Fireteam Bravo series.

Previously the series had been about getting clear orders, going in, executing the orders and getting out, all while being guided by a mission operator that knew everything that was going on.

I proposed the idea, 'what if something went wrong and the Seals had to figure out things on their own?' which eventually became the basis for the game.

FIG. 1Mission structure Previously in the series Mission operator, knew everything Get clear orders Go in Execute the orders Get out The idea I proposed Something goes wrong The SEALs figure things out on their own Became the basis for the game FIG. 1Mission structure Previously in the series Mission operator, knew everything Get clear orders Go in Execute the orders Get out The idea I proposed Something goes wrong The SEALs figure things out on their own Became the basis for the game
The old mission structure against the idea I proposed.

The game put a heightened emphasis on the story and on the characters of the SEALs, with the relationship between squadmates used to move the story forward.

03The notebook UI

In the first two games, the front end and in-game UI were all high-tech. I pushed for this notebook design to help reinforce this on-the-ground, offline feel.

The Operations Map screen drawn as a spiral-bound notebook, with a paper-clipped photo of the Urban Assault mission, hand-written location and time, and a target circled in red on a paper map
The Operations Map, drawn as a field notebook instead of a high-tech display.

04Missions and commands

I was responsible for laying out the core mission structure, as well as implementing multiple level scenarios.

We also brought over tactical command elements that we had created in Tactical Strike, where players could give commands to teammates. Each level was also fully playable with online co-op, where these commands would change to verbal orders.

The squad command menu: Move To and Cover Target at top and bottom, Movement options Follow and Hold Position on the left, and Engagement options Hold Fire, Fire at Will and Stealth on the right
The command menu for giving orders to teammates.

The game supported co-op for two to four players through the single-player campaign, over both ad hoc and infrastructure.

05Teammate AI

I was also responsible for the AI design of teammates and enemies.

Teammates were a particular design challenge because they needed to be always out of the way of the player shooting, but always visible and looking effective.

The player's view down a corridor, with three AI teammates spread to the sides and ahead, clear of the centre crosshair
Three teammates in view, off to the sides of the player's crosshair.

I also designed a system where teammates would head towards where the player needed to go if no enemy threats were detected, to naturally drive the player forward.

06What I learned

My combat work at Slant Six meant working closely with animators and engineers to get behaviors feeling right. That foundation shaped how I think about pacing, player agency, and tuning.

Skills Applied

Narrative Design Mission Structure AI Design Level Design UI Concept Tactical Shooters