Responsibilities
Led 4 cross-disciplines to craft a sympathetic boss death that delivered on the narrative vision and intended player experience through a self-authored gameplay and narrative sequence system.
Assigned Animation, Art, VFX, Audio, and Engineering tasks that together created 7 major interactive cutscenes that resonated with nearly 100% of players.
Utilized a combination of basic Maya modeling and Blueprint visual scripting to create a simple sequence blockout that would inform other departments and lead to the shipped 7 major interactive cutscenes.
Championed creative problem solving with Lead Narrative Designer and still achieved a mixture of tonally correct gameplay while satisfying 85%—100% stakeholder/company mandates.
Pitched and convinced the Animation and Level Design teams to add 2 sequences that successfully elicited the intended player emotion, supporting the overall game direction on launch.
Designed and prototyped the narrative system that uses 80+ ally audio triggers and 17+ cutscene triggers used to play 30+ pivotal narrative sequences.
Implemented over 50% of lore notes and lore video tapes in the game.
Worked with Engineering and Audio team to link every audio implementation in the 17+ cutscenes and 80+ audio triggers to the Subtitle Manager System.
Debugged over 130+ critical path blocking bugs before and after launch.
Company: Mob Entertainment
Role: Technical Designer
Team Size: 40+
Genre: First Person Horror
Platforms: Steam, PS5, Switch
Engine: Unreal Engine 5
March 2024 - Jan 2025
Steam Download
Doey Drill Death Sequence
Directed a small strike team of Animators, a Tech Artist, and an Engineer to fully set up the emotional realization of the player killing an ally.
Linked 3 different sequences together with their success and failure conditions.