What was Airtight Games' "Fate"?

#1
http://twitter.com/#!/supererogatory

A look at Airtight Games' shooter Fate, canned(?) back in April
I don't believe that is the project Kim Swift is working on, but I have been unable to ascertain that for sure.
http://www.charliebakerart.com/resume/


Assets from a portfolio

http://www.gameguzzler.com/Employment/ResumeDisplay.aspx?lid=2750

EMPLOYMENT HISTORY

Airtight Games, Redmond, WA May 2010 - April 2011

Lead Level Designer

FATE - Working Title (Xbox360, PS3)

* Managed, mentored team of six junior and senior level designers:

o Created levels and moment-to-moment experiences for players

o Provided continual feedback to shape designers skills and levels

o Proactive conflict resolution to maintain team productivity and morale

o Managed team workflow, focused efforts during brainstorming and prototyping

* Managed hiring process; job description content, developed level design tests, resume and phone screening, interviews and hiring.

* Acting Design Lead; liaison to key members of publisher organization, including president and marketing team

* Key speaker at product demos to external stakeholders resulting in additional funding for external software solution to in game NPC crowd technology

* Partnered with external publisher and their creative director to plan various core gameplay features for project; created content and disseminated information to various branches of publishing organization to ensure milestones exceeded planned expectations

* Participated and hosted creative sessions, development meetings, reviews, and planning sessions; mediated conflicts to maintain creative flow resulting in comprehensive solutions

* Communicated current level layouts and status of level development to project leaders

* Cross-functional collaboration with departmental leads for level planning; ensured all disciplines aimed toward the same objective

* Collaborated with storywriters to strengthen overall structure and solve plot holes.

* Developed rule set and best practices for level design team, created level overviews and high-level goals for all level designers on the project

* Devised level documentation and roadmap for the team: gameplay beats, scripted events and cinematics, level analysis, targeted play times

* Plotted gameplay matrix to coordinate timing of: mechanics, enemies, gamplay and RPG elements

* Aided in the GDD documentation and worked with production to secure elements allowing production to move forward with completion timeline

* Managed traversal based mechanics; set, tuned mechanics providing guideline for level designers and environment artists enabling building of elements based upon common metric and avoiding major reconstruction
http://www.aharr3d.com/unannounced.html



Who knows if it's actually canned completely, but it seems like the team working on it was let go.
 
#3
Cancel Swift's game and everyone will go back to not caring about the studio, would be a bad move.

Fate would be an interesting name for her game, if it's what she wanted Portal 2 to be, time manipulation based.