Chloe Lister


video game designer



Next Stop Nowhere


I worked as a Technical Narrative Designer at Well Told Entertainment in collaboration with Night School Studio on Next Stop Nowhere, a narrative adventure game developed exclusively for Apple Arcade.

Responsibilities:
  • Interpreted branching written script to design levels and scripted sequences.
  • Technical gameplay implementation in Unity using proprietary visual scripting tools and C#.
  • Helped create and iterate on layouts, story structure, and interactivity for levels consistent with narrative goals. Brought levels from greybox to production quality.
  • Collaborated closely with Art and Animation teams on important story beats.
  • Tested and fixed design-related bugs across the game.



Afterparty

I worked as a Technical Game Designer at Night School Studio (the creators of Oxenfree!!) on Afterparty, a game about two best friends trying to escape Hell by winning a drinking contest with Satan.

Responsibilities:
  • Designed and scripted gameplay interactions in Unity. 
  • Implemented quests from narrative design team’s branching script using proprietary visual scripting tools and Unity editor tools including Timelines and Particle Systems. 
  • Staged NPCs, camera movement, and environment animations for playable cutscenes. 
  • Used Wwise to implement, update, and polish dialogue and sound effect audio.




ElemenTerra

I worked as a Level Designer on ElemenTerra, a VR world-building puzzle game published by Starbreeze. Over the course of my contract, I created the game’s 7-10 minute level in Unreal Engine 4.

ElemenTerra won the Environmental Design Award at IndieCade Europe 2019! You can read more about it here :)

Responsibilities:
  • Built out the level through concept, paper map, greybox, and production phases.
  • Iterated on design based on feedback from daily playtests.
  • Used existing assets to populate the majority of the level.
  • Collaborated closely with an environment artist to develop and fine-tune visuals for portions that would need unique art.
  • Wrote design documentation and playtest questions for the team to refer back to post contract.




The Under Presents


I worked as a Level Designer and Programmer at Tender Claws on The Under Presents, a VR multiplayer immersive theater experience, available on Oculus Quest and Rift.

Responsibilities:
  • Designed levels and scripted interactions using Unity and C#.
  • Created a level concept and pitch based on an outline from narrative designers.
  • Built out the level in Unity using existing tools and assets.
  • Scripted environment interactions in C#.
  • Made my own editor tools to streamline my level design workflow.
  • Implemented LODs to optimize my level for performance in VR.
  • Wrote detailed documentation for my designs, tools, and features.



Concrete Genie


I worked as a Game Designer on Concrete Genie, an action-adventure game created by a small internal team at PlayStation.

Responsibilities:
  • Created prototypes in Unreal Engine 4 using Blueprint visual scripting.
  • Worked with engineers to flesh out prototypes into full features.
  • Systems design for the main enemy characters.
  • Level design and gameplay interaction scripting for the tutorial level.

You can learn more about Concrete Genie here and in the interview below.