The Two Towers
(EA, 2002)
Took ownership of the Amon Hen level, transforming it from a middling design into a fan-favorite experience. While collaborating with environment artists on the visual space, I implemented the full gameplay — including combat encounters, scripted events, and mission flow. With its layered objectives and large-scale battles, Amon Hen was one of the game’s most complex levels, and one of the most rewarding projects I contributed to during development.
Amon Hen
Implemented all gameplay for this iconic action sequence, designing layered combat encounters, objectives, and scripted events that captured the chaos of the Fellowship’s breaking point. Built mission flow that made Amon Hen one of The Two Towers’ most complex and memorable levels.