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The Molasses Flood (2022 - Present)

Lead Gameplay Designer

 
 
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Housemarque (2021 - 2022)

Lead Game Designer

  • Established new processes for the Design Department for improved cross-team collaboration.

  • Led design of the Returnal co-op from when I started through ship (see: Playstation Blog post).

  • High-level vision planning, design, and coordination on an unannounced project; oversaw Systems, Combat, AI/NPC, and Technical Design.

 
 
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Arkane Studios (2018-2021)

Lead Gameplay Designer

Worked closely with designers, engineers, animators, and VFX artists to achieve AAA results in cross-disciplinary areas of the game.

  • Spearheaded initiatives to create first-person gunplay on par with other AAA FPSs and expanding on Arkane's tradition of an immersive, fluid player package.

  • Led design, prototyping, and guided nativization of Redfall's Heroes and their unique Hero Powers.

  • Ongoing management and mentorship of designers and developers to help them achieve their goals in the industry.

 
 
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Joy Machine (2016-2018)

Founder and Sole Developer

I started Joy Machine to make games that are dynamic, surprising, and just challenging enough. Joy Machine’s first game was Steel Hunters — a co-op sandbox action game about building highly-customizable mechs to fight way much, much bigger mechs ("behemoths").

I have characterized the work on Steel Hunters as getting six years of experience over the course of two years. I learned a lot from research and putting it to practice in content, art pipeline, gameplay code, physics and collision detection/response (custom player controller), engine/rendering work, and so on. If there’s a next time, I’ll research how to ship on time.

The design for the game, however, was what always kept me going and is best summarized in an article I wrote for VentureBeat on Systems-Based Design.

 
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planet3 (2015-2017)

Lead Experience Developer and Senior Tech Designer

Took a break from the Games Industry to join an education technology startup. The goal was to create a multimedia educational curriculum “replacement”. Our approach combined a variety of Interactives (graphs/diagrams/simple simulations that can be manipulated), Videos, and Immersive Experiences. I started as Sr. Technical Designer ended being Lead Experience Developer.

Summary:

  • Worked on a comprehensive renderering feature set (in Unity) and small touches to overhaul our graphical capabilities even on low-end systems.

  • Prepared our client to run in WebGL 1.0 on Chromebooks.

  • Worked extensively with third-party vendors to ensure good practice and quality deliveries, as well as general support as-needed.

  • Managed the entire Unity development team as we worked towards various milestones leading up to a pilot program launch in Nevada, and the steps to follow.

 
Capture from a 3D experience component of the planet3 Multimedia Education Platform.

Capture from a 3D experience component of the planet3 Multimedia Education Platform.

 
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Art+Craft (2015)

Senior VFX and Technical Artist

I was brought in as a consultant on Crowfall initially. This turned into a contract role as a sort of Senior VFX Artist. Overall, my goal was to help define the look-and-feel of VFX in Crowfall while establishing a workflow that worked best for the team. I proposed the adoption of PopcornFX as a VFX middleware solution, assisted with the technical integration of the middleware, worked on suite of effects for the game’s early class archetypes, and setup templates for future use.

I was asked to stay on a while longer as a Technical Artist to provide an efficient set of standard shaders to help the team further realize their unique, stylized style while adhering to Physically Based Rendering principles and standards. I also created some generally-useful shaders and post-processing effects: atmospherics with light shafts, a couple solutions for ambient occlusion (SSAO and HBAO), and enhancements to the existing bloom effect that was in place.

 
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Team Chaos (2013-2015)

Game Director and Executive Producer

Instead of paragraphs, here's just a list as a rough idea of what I did across the eight games I worked on:

  • Creator and director for Rooster Teeth vs. Zombiens. Also pitching it to both Rooster Teeth and Team Chaos.

  • Creative director for all internal projects.

  • Project planning and task management internally (with high-level planning and management directions on external projects).

  • System, gameplay, and level design.

  • Sole writer for all projects (only Rooster Teeth vs. Zombiens, Elements, and Loot Raiders were text-heavy).

  • Project pitches for interested third-parties.

  • Voice acting (anything that wasn't human).

  • VO recording session direction with the Rooster Teeth cast (this was a blast). 

 
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Projects

Side-projects (Team Chaos-published):

SUPERCHROMA.

Cat vs. Aliens.

SPACE COLORS.

Team Projects:

Loot Raiders.

Dragon Academy.

Dragon Raiders.

I Dig It: Journey to the Core.

Enigmo: Explore.

Dragon Trials.

Elements: Broken Lands.

 
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Stardock Entertainment (2007 - 2009)

Gameplay and Technical Engineer

My first professional job out of college involved gameplay, graphics, and engine development across a variety of projects. I worked primarily as a gameplay developer and graphics/engine programmer — tackling the joys of DirectX 7, early-HLSL, and the Win32 API daily with my beloved C++. I transitioned the internal engine over to a more API-agnostic structure, did a variety of rendering work across our two primary internal projects (at the time), and gameplay development and prototyping.

I also did extensive design and development work on two our primary project’s largest tools that were intended to be player-facing game features, in addition to their internal usage.

 
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Projects

Galactic Civilization 2: Twilight of the Arnor.
The Political Machine 2008.
Sins of a Solar Empire.
Demigod.
Elemental: War of Magic (Early Development).

 
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