WHAT THE BOX SAID

Bored of hunting mindless drones that loll around dungeons waiting to be put out of their misery? Tired of blowing away demons that couldn't catch a cold? Need a challenge? How about a game that gives you a deathmatch every time whether you're on a network or not? With an A.I. that hates you. With 60 unique psychotic gladiators. With enemies who think like a human opponent and track you down. Enemies who lay traps, who know where you're hiding, who can smell your fear. They want to kill you. XS -- The end of mindless violence. 

WHAT I SAY

XS was a fully 3D FPS and attempted to be revolutionary! It was designed as a team deathmatch game with AI as your opponents, with varying levels of difficulty in various arenas.  The AI was complex for it's time and the engine was impressive also.  However, the gameplay fell short of the intention and it didn't really live up to the it's multiplayer counterparts.

WHAT I DID

I was working in QA while this was in development and spent the first 6 months testing.  While doing this I learnt how to build levels using 3D studio R4 (pre-max), using pre-made kit pieces, very simple kit pieces, while also working with out in our in-house tool building the AI node networks and pathing and AI triggers.

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