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	<title>Chloe Lister Portfolio</title>
	<link>https://chloelister.com</link>
	<description>Chloe Lister Portfolio</description>
	<pubDate>Fri, 24 Mar 2023 16:29:30 +0000</pubDate>
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		<title>Home</title>
				
		<link>https://chloelister.com/Home</link>

		<pubDate>Thu, 17 Jan 2019 00:51:17 +0000</pubDate>

		<dc:creator>Chloe Lister Portfolio</dc:creator>

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		<description>Hi! I’m Chloe, and I’m a Los Angeles based game designer - thanks for checking out my website! I specialize in technical design, but 

I love wearing various hats including&#38;nbsp;narrative and&#38;nbsp;level design 
 - you can check out some examples of my work below. I’m currently working as an Technical Designer&#38;nbsp;on World of Warcraft at Blizzard Entertainment, embedded with the Encounter Design team. I’m always down to chat about new opportunities so feel free to contact me!</description>
		
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		<title>about</title>
				
		<link>https://chloelister.com/about</link>

		<pubDate>Thu, 10 Oct 2013 22:47:06 +0000</pubDate>

		<dc:creator>Chloe Lister Portfolio</dc:creator>

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I'm Chloe and I'm a game designer and programmer from Los Angeles, CA! I’m currently working on the next God of War game, but I’m always open to chatting about cool new projects, so if you need a designer for your game, you’re in the right place!!
When I’m not working I’m very into fostering dogs, drinking too much cold brew, Japanese stationery, and playing competitive Magic: The Gathering.


Shoot me an email with any questions/inquiries!
email: chtlister@gmail.com
Resume and references available upon request.

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		<title>World of Warcraft: Dragonflight - Blizzard Entertainment</title>
				
		<link>https://chloelister.com/World-of-Warcraft-Dragonflight-Blizzard-Entertainment</link>

		<pubDate>Fri, 24 Mar 2023 16:29:30 +0000</pubDate>

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		<title>God of War: Ragnarök - Santa Monica Studio</title>
				
		<link>https://chloelister.com/God-of-War-Ragnarok-Santa-Monica-Studio</link>

		<pubDate>Fri, 24 Mar 2023 16:12:28 +0000</pubDate>

		<dc:creator>Chloe Lister Portfolio</dc:creator>

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		<title>Next Stop Nowhere - Well Told Entertainment &#38; Night School Studio</title>
				
		<link>https://chloelister.com/Next-Stop-Nowhere-Well-Told-Entertainment-Night-School-Studio</link>

		<pubDate>Fri, 04 Sep 2020 22:01:04 +0000</pubDate>

		<dc:creator>Chloe Lister Portfolio</dc:creator>

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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.

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		<title>Afterparty - Night School Studio</title>
				
		<link>https://chloelister.com/Afterparty-Night-School-Studio</link>

		<pubDate>Mon, 21 Oct 2019 17:12:45 +0000</pubDate>

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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.&#38;nbsp;Implemented quests from narrative design team’s branching script using proprietary visual scripting tools
and Unity editor tools including Timelines and Particle Systems.&#38;nbsp;Staged NPCs, camera movement, and environment animations for playable cutscenes.&#38;nbsp;Used Wwise to implement, update, and polish dialogue and sound effect audio.

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		<title>ElemenTerra - Freeform Labs</title>
				
		<link>https://chloelister.com/ElemenTerra-Freeform-Labs</link>

		<pubDate>Fri, 04 Sep 2020 21:45:55 +0000</pubDate>

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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.


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		<title>The Under Presents - Tender Claws</title>
				
		<link>https://chloelister.com/The-Under-Presents-Tender-Claws</link>

		<pubDate>Tue, 29 Jan 2019 23:30:57 +0000</pubDate>

		<dc:creator>Chloe Lister Portfolio</dc:creator>

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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.


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		<title>Concrete Genie - PlayStation</title>
				
		<link>https://chloelister.com/Concrete-Genie-PlayStation</link>

		<pubDate>Thu, 02 Nov 2017 22:11:53 +0000</pubDate>

		<dc:creator>Chloe Lister Portfolio</dc:creator>

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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.

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		<title>Game Jams</title>
				
		<link>https://chloelister.com/Game-Jams</link>

		<pubDate>Fri, 04 Mar 2016 23:39:17 +0000</pubDate>

		<dc:creator>Chloe Lister Portfolio</dc:creator>

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		<description>Game Jams
I love game jams as a way to push myself to make new and fun prototypes with my friends! Here are some examples I’m particularly proud of :)



	


The Daguerreotype ProcessThe Daguerreotype Process is a game made by myself and four other students hosted by USC and the Getty Center, a museum in Los Angeles. The theme of the jam was to make a playful experience that would help museum-goers look at the art in a different way. 
Daguerreotypes were the first step toward photography as we know it today, and were made by making a silver plate light-sensitive and then exposing and developing it. My group chose to make a game that would teach people about that process in a playful, engaging way. Over the course of the game, the player creates and develops a "daguerreotype selfie."
The game won first place at the Getty/USC game jam where it was created. 


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	Your Network Is Your Net Worth
Your Network Is Your Net Worth is a word association puzzle game about using business phrases and Silicone Valley-type buzzwords to successfully "network" and gain professional contacts' business cards. 
The game was initially created at the Global Game Jam 2016, where it won a judge's choice award. After further development and polish, it was selected to be shown at LA Zine Fest's interactive media showcase, Playdate.


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