Red Dead Redemption: Undead Nightmare

Dates On Project

  • July 2010 - October 2010 (shipped)

Roles Held

  • Systems Designer

Content Worked On

  • Town Population

  • Town Threat "Plate Spinning" System

  • Player Horse System

  • Survivor side mission support

  • Open World Ambient Events System

Reflections

Undead Nightmare was pure fun to work on from start to finish. While the production timeline was incredibly compressed, the creative mandate was clear, giving us the rare opportunity to immediately flip the script on a world we had just built. It required plenty of late nights, but we tackled them with incredible alignment and support from the studio.

My leadership gave me immense runway to experiment and trust my instincts, making this an intense, condensed period of creative growth. The breakneck speed of development demanded a deeply focused, execution-first mindset. While it didn't afford much time for long-term strategic planning, it taught me how to operate with high agility and deliver exceptional results under tight constraints. I still look back on this title with sheer fondness.