Design Specialities#
Content, Quest, and Narrative Design#
I collaborated with our Narrative and Creative Director to implement content and quests based on narrative outlines. This included surfacing and filling in gaps, as well as ensuring the team had the information they needed to create any missing assets.
System Design#
I developed and fleshed out our farming system. This system encompassed the number of days per season, the number of days to grow each plant, and the yield from each harvest. I worked with our Creative and Narrative Director to ensure these numbers worked within the narrative.
Level Design#
I collaborated with our Creative Designer to create and iterate on our 3D world so that it worked within the required narrative. It was noted that I had a particular knack for designing compact areas and vignettes.
Engineering Specialties#
Tool Development#
I shadowed the artists and designers on Revenant Hill to locate, document, and resolve tools needs. During my time on Revenant Hill, I developed tools that procedurally created 2D vines, tinted the currently selected game object and all of its children specifically or randomly within a gradient, tilted sprites to the desired angle, randomly generated NPCs from pieces, generated a 3d mesh from a 2d spline, among others. For each of these tools, I created and maintained documentation on how to use them in both text and video formats.
I also documented and communicated with other engineers and Secret Lab to improve our dialogue, quest, decal, and camera setup tools.
Gameplay Engineer#
I prototyped and developed our farming, requirements, and loot systems. I created and maintained documentation for implementing those gameplay systems in both text and video formats. In addition, to ensure these systems were kept in good shape, I implemented and maintained automated test suites for each system I owned. I also kept up with the codebase by performing code reviews on pull requests, as requested and as time permitted.
At a Glance#
- Implemented scenes, quests, levels, and conversations in Unity based on creative director outlines
- Collaborated with and translated the creative director’s gameplay ideas into technical design documents and tangible gameplay components
- Prototyped content to use as proof of concept (or not) for further implementation
- Surfaced missing tech and art through the implementation process
- Created design and art tools as needed for implementation
- Created and maintained tutorials on how to use and best practices for tools and features via text and video
- Worked as a bridge between engineers and artists/designers to prevent miscommunications
- Answered team member questions and helped troubleshoot internal and external tools issues
- Acted as point of contact between The Glory Society and Secret Lab
- Assisted in reviewing code changes for the engineering team
- Implemented automated tests for game systems
- Resolved design and code bugs within the scope of sprints and milestones
- Organized and documented weekly playtests of new content
- Analyzed gameplay features and systems to provide actionable feedback
- Implemented improvements for systems and tools based on colleague feedback
- Created project website (revenanthill.com)
- Maintained original company website (theglorysociety.com)