Nameless Hill
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As part of my capstone project, I collaborated as part of "Team Love U All" (a team of seven game developers, including myself). We developed and published Nameless Hill: a narrative-driven 2D RTS. The pictures to left show an example of one of the in-game narrative events I designed and wrote (top), and a group photo of me and my team (bottom).
Nameless Hill is available to download for PC and Mac on itch.io.
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Unannounced Project
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I was hired last year as a freelance narrative designer and writer for an unannounced video game RPG.
While I cannot currently share too many details about the project, I am excited to be working with a AA studio and to share some of my (though censored) work on the game so far. My work thus far has focused on writing one of the playable backstories/groups for the game's main character, including:
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Here, Kitty
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"Here, Kitty" is a one-page adventure for The Expanse RPG, used in tandem with its core rulebook and supplemental books. riginally submitted for the Worlds Beyond One Page Adventure Jam. This adventure takes players on a hunt to an alien world, in order to capture a big cat and smuggle it past both a Martian warship and Belter customs inspectors for the players' corporate client.
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Character Dialogue
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As part of my practice in narrative design and game writing, I wrote three scenes featuring two or more characters each. All characters are from established video game IPs.
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TTRPGs
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As part of my tabletop RPG paper prototyping, I have also engaged in level design and quest design. I have kept my players engaged in all types of gameplay actions, with clearly marked paths and options.
In this sample quest, I designed an adventure for the Dungeons & Dragons, 5th edition tabletop RPG. The adventure largely focuses on presenting a variety of challenges and enemy types for players to face. Most notably the adventure's primary objective: the demonic ooze known as an "alkilith". |
Twine
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Before and during my master's program, I practiced narrative design and game writing in the Twine application. This gave me ample practice in branching narratives and choice-driven gameplay. The goal in each quest is to provide multiple ways to complete it.
In this sample Twine RPG (working title: "Homecoming"), the player takes the role of a human colonel on an alien planet. The player faces a moral dilemma: Will you help a grieving husband retrieve his spouse's body, or will you help the aliens gain new knowledge to better understand the planet's technology that killed the spouse? |