Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
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Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
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Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
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Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
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Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
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Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
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Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
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Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
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Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
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Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
-
Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
-
Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Narrative Games
Level Design
Level Design
Writing and Narrative
Writing and Narrative
PENNYLANE
PC
2019
Pennylane is a project I worked on during year 3 in BA (Hons) Computer Games Design
Pennylane is a first-person psychological horror that which the main protagonist Giles is looking for his daughter Emily who goes missing after a car crash.
I was the Director and worked alongside a small team, my roles included level design, game design, and producer. I used project management tools to guide the team to produce the vision of the project. I worked on the level design, lighting, and documentation of this project.
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Worked on the Level Design layout in Unreal Engine.
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Worked on the game's narrative/story and structure
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Director of a team using project management tools
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Worked with a small team and was the lead producer of the project
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Duties included Game design tasks and game documentation to direct the team and project vision
University Project: Pennylane
Pennylane is a first-person psychological horror game with a richly compelling story narrative. The main protagonist who is suffering from psychosis is searching for his missing daughter and both end up in a car accident. he does not know what is real and what is not, hearing voices in his mind, you’re not just fighting demons you're fighting with demons in your head.
On this project, I was the team lead and produced a team using project management tools to guide and direct the team. I worked on the level design, lighting, and environment in Unreal Engine, I also worked on the story and narrative including the GDD and documentation.
Roles And Responsiblities
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Team lead Directing the overall project.
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Designing the level layout and design.
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Creating and documenting the GDD and beats in the game.
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Lighting the environment and scene keeping in mind mood and lighting theory.
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Producer using project management tools effectively to guide the team and project's overall vision.