Cancelled in 2012

Streets of Rage

Ruffian Games | Project Lead | ~6 months

Following the cancellation of Codename: Kingdoms, Ruffian began working on a number of projects, one of which was a pitch to Sega to create a new Streets of Rage title.

I was a massive fan of the original games, and being given the chance to bring back such a well-loved franchise was like a dream come true. Unfortunately, Sega cancelled the project before reaching the necessary stage gate to properly fund production, but not before a significant amount of pre-production was completed, as well as the initial prototype that spawned the project in the first place.

The Pitch

The pitch consisted of a high level design document and was accompanied by a slideshow presentation. The pitch outlined the proposed game and design pillars as well as an environment and casting guide. The slideshow contained production and budgetary facts along with a video of the prototype in action. This was presented directly to Sega by Ruffian’s Creative Director,  Studio Head, and myself.

The Prototype

Using experience gained from work on Codename:Kingdoms, the Streets of Rage prototype was built in CryEngine 3.

I worked closely with the art team, providing them with a number of level blockouts and mood boards to provide a guideline for art direction to create concepts and plan layouts as well as guide asset creation. I also assisted programmers with scripting and tuning a new spline-based camera that was influenced by player position and movement. The new camera system was tied to the level design metrics that were being driven by level prototypes. Additionally, I worked with animators to create two cinematics to introduce and bookend gameplay as a means to illustrate final intended production value.

The prototype was created in less than 6 weeks by a small but dedicated team.


  • Establishing gameplay pillars and leading the vision of the project
  • Responsible for pitch material from concept to playable prototype
  • Designing combat spaces and scripting set pieces within CryEngine 3
  • Collaborating with the combat designer to script AI behaviours and wave logic

Though my company role was officially lead level designer, the project was very much under my supervision, and I was solely responsible for creating the pitch document as well as the formation and direction of the prototyping team.

Concept art © SEGA