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Games

Overgrown

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Project Type: Group (over 80 developers, about 10 months)

Role: Narrative Designer, Game Designer, Dialogue Writer, Quest Designer.

Game Engine: Unreal 5

Description: I worked with 79 other developers in an in-person format over the span of about 10 months. This project is now officially on Steam as a playable demo, and was a finalist for the Rookie awards, as well as being featured on the Unreal Engine Student Showcase!

Narrative Design, Game Design, Writing, Quest Design

>MANDATORY_UPDATE

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Project Type: Group (9 developers + 8 external contractors)

Role: Narrative Designer, Game Designer, Dialogue Writer, Quest Designer.

Game Engine: Unreal 5

Description: For the project, I led Agile sprints, worked closely with all other departments, and wrote dialogue which I then directed the voice acting for and implemented in-engine.

Narrative Design, Game Design, Level Design

Deadwood

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Project Type: Group of 5, 10 Weeks

Role: Systems Designer, Game Designer,

Game Engine: Unreal 5

Description: I delivered systems and sounds for the project, including a fire propagation system, hosing, breaking debris with an axe, the ability to swap tools with the mouse wheel, energy, water, and health, as well as some minor physics components and charging stations.  

 

Systems Design, Unreal Engine, Blueprinting

Re:Frame

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Project Type: Solo, 10 weeks

Role: Programmer, Game Designer, Puzzle Designer, UI, Narrative Designer

Game Engine: Unreal Engine 5

Description: I worked alone for 10 weeks to deliver a project complete with mechanics, sound, and multiple endings. I programmed in physics, a weapon pickup system, an enemy spline, a way to kill/catch the enemy, and a puzzle trigger complete with UI. 

Blueprinting, Game Design, Narrative Design, UI

Expiration Inspection

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Project Type: Solo, 3 Weeks

Role: Writer, Game Designer, Narrative Designer, Level Designer

Game Engine: N/A

Description: An in-depth, 20 page Game Design Document following professional standards acquired through research.​

 I decided to take direct inspiration from Francis Glessner Lee's Nutshell Studies of Unexplained Death.

Documentation, Game Design, Narrative Design

Diagnosis: Deathmatch

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Project Type: Group (5 developers, 4 weeks)

Role: Narrative Designer, Game Designer, Graphic Designer

Game Engine: Tabletop, Analog

Description: Diagnosis: Deathmatch is a multiplayer competitive board game where it's kill or be killed. I worked with 4 other developers in an in-person format over a 4 week period in order to create, balance mechanically, and professionally print a board game.

Game Design, Narrative Design, Graphic Design

Star Wars: Mission Underground

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Project Type: Solo

Role: Narrative Designer, Game Designer

Game Engine: N/A

Description: A pitch and synopsis for a stealth adventure game with branching endings where you play as a Mandalorian youth named Parja (or player can insert their own name) who is a spy for the Empire.  I worked alone to build a full pitch document with gameplay loops, the overall story with its branching routes, and ensuring adherence to the Star Wars universe.

Narrative Design, Game Design, Level Design

Star Wars: Vengeance of the Huntress

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Project Type: Group (4 developers, 2 weeks)

Role:Dialogue Writer, Narrative Designer, Game Designer

Game Engine: Twine

Description: A Choose-Your-Own Adventure Dialogue-Driven story game with gambling as a mechanic, Star Wars: Vengeance of the Huntress follows a woman named Miwa seeking vengeance on a crime lord. This universe-accurate game has full Poker, Russian Roulette, and Pazaak gameplay.  I worked with 3 other developers to build a Twine game.

Writing, Dialogue Writing, Narrative Design

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