Position:Development Manager
Release Date:2014-03-28
Genre:Real Time Strategy
Platform(s):PC
Publisher:SEGA

Total War: ROME II - Hannibal At The Gates Campaign Pack

Hannibal At The Gates DLC was developed by The Creative Assembly, published by SEGA and released on 28 March 2014.

About the Game

Set at the outbreak of the second Punic War, Hannibal At the Gates featured a new whole new Campaign map, set in the Western Mediterranean.

Hannibal At the Gates implemented a new 12-Turns Per-Year system on the Grand Campaign, so each turn was 1 month, creating a smaller and more focused time period, and all 4 seasons (Spring, Summer, Autumn, Winter) which were visibly different on the Campaign map and during battles.

This DLC adds two new Historical Battles: the Battle of Cannae (216BC) and the Battle of Zama (202BC). Both battles marked key points in the 2nd Punic War, with Cannae representing the high point of Hannibal's invasion of Italy, and Zama marking the completion of Rome's victory and dominance over Carthage.

On top of the new Arevaci, Lusitani and Sytacuse factions being playable in the new Hannibal at the Gates Campaign map, they also unlocked on the main Grand Campaign map from Total War: ROME II, adding new units, technologies, buildings and missions.

Skills and Experiences

At this time, we'd split off a team dedicated to making DLC, called the New Content Team. I ran this team as the Development Manager. Hannibal at the Gates was the first Campaign pack we worked on as the New Content Team, and was quite a big undertaking for the number of people working on it.

Alongside the Hannibal at the Gates content detailed above, we released the 11th Patch for Total War: ROME II, which included some new content we called "Seasons and Wonders". Seasons and Wonders was a free update included an update to the Carthage faction in the game, in-game streaming for Twitch.Tv, Touchscreen support Total War: ROME II, and 6 new historic battlefield wonders (e.g. The Colossus of Rhodes).

For the Touchscreen support, I worked directly with an outside company, who implemented this under contract for us. I also worked directly with Twitch.TV developers to get their SDK implemented into Total War: ROME II, and worked on the user experience for it within the game.