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    Pirates of the Caribbean: Armada of the Damned

    Game » consists of 3 releases.

    A massive open-world RPG where players could sail the vast seas and discover booty in the Pirates of the Caribbean universe. At least it would have been if the project hadn't been cancelled in late 2010.

    Short summary describing this game.

    Credits

    Credits
    • Design
    • Chris Haluke - Lead Level Designer
    • Robert Davidson - Design Lead
    • Production
    • Alex Peters
    • Dan Tudge
    • John Vignocchi - Development Director
    • Programming
    • Kenneth Lim - Software Engineer (Online, gameplay and quest programmer dealing with data formats, level and quest design tools, and runtime gameplay mechanics)
    • Vince Jewlal - Software Engineer (•Gameplay: AI, Special Abilities, Animation, Sea Combat, Havok • Metrics Collection, Autorun, Stats Tracking Website • Internal PHP Dailies Website • System and method for driving artificial intelligence (AI) characters having continuous reevaluation of current goals and navigation path)
    • Visual Arts
    • Jason Hopkins - Lead Animator (•Managed a team of 8 animators • Designed and developed tools and workflows for cinema and animation • Provided direction for the overall animation style • Negotiated with writers/game-play designers to reduce overall animation scope • Provided creative input into design to improve the overall game experience • Held performance reviews and provided individual feedback • Met with animators for bi-weekly 1 on 1 sessions • Conducted interviews and selected ideal candidates • Evaluated and selected outsource vendors • Worked closely with outsource vendors on cinematics and fauna animations • Implemented in-game cinema • Collaborated closely with all areas of game development • Worked with producers to create achievable, realistic schedules • Traveled to mo-cap shoots to ensure the quality and ease of implementation • Directed and created shot-lists for mo-cap shoots)
    • Jason Louie - Staff Animator (Responsible for creating quality Gameplay and Cinema animations. Provided implementation of animations into cinematic and gameplay pipleline)
    • Mark Lawson - Environment, Prop, Vehicle, Weapon Artist | Propaganda Games
    • Michael Faulkner - Ship Art Lead | Propaganda Games
    • Ryan Leeper - Character/Cinematic Animator (Helped to create and inspire a style and look for some of the main characters as well as working with mocap for gameplay moments and cinematic cut scenes using motion builder and game tools to ensure assets were delivered in game and looking good)
    • Quality Assurance
    • Stephan Reese
    • Unclassified
    • Armando Troisi
    • Billy Lind
    • Chad Lichty - Motion Capture Supervisor & Producer
    • Daryl Anselmo
    • Jorge Freitas
    • Ryan Greenhow - Senior Game Designer / Voice Over / UI / Gameplay Design

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