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#.
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Created a level concept and pitch based on an outline from narrative designers.
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Built out the level in Unity using existing tools and assets.
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Scripted environment interactions in C#.
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Made my own editor tools to streamline my level design workflow.
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Implemented LODs to optimize my level for performance in VR.
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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:
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Created prototypes in Unreal Engine 4 using Blueprint visual scripting.
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Worked with engineers to flesh out prototypes into full features.
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Systems design for the main enemy characters.
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Level design and gameplay interaction scripting for the tutorial level.
You can learn more about Concrete Genie here and in the interview below.