Commercial Game Projects

TRAILER

 

Overview

“Solus is a single player exploration and survival game, experienced in first person and developed in Unreal Engine 4. It is set on a mysterious and uninhabited alien planet and is the spiritual successor to the 2010 game “The Ball”“- Solus Website

Solus is under development by Teotl Studios and I joined the project to write the alien story of the game, plan out pacing and story locations, and to make sure it is told efficiently. The game has a planned release 2015, and major story details have to be left out until then.

Development

Platform: PC
My Role: Writer, Narrative Designer

Responsibilities

  • Writing the alien story of the game
  • Story pacing

Design Goals

  • Create a story that excites, and guides the player emotionaly and spatialy
  • Utilize the mechanics of the game to tell the story
  • Develop as a narrative designer

Story Writing

At a high concept level, the story tries to answer the question “What happens when a thousand indiviuals gets stranded on an alien planet”? Thematically, the story explores the themes of greed and power, religion and faith as a means of control, the nature of conflict, hope, and survival. The idea is to have these themes accompany and strengthen the player’s story. Functionally, the story is made to guide the player, to hint of what may come at the end of a cave, foreshadow dangers, and give clues about how to solve problems and puzzles. Most importantly, it is there to teach the player how to survive.

 

TRAILER

Overview

“Unmechanical is an award-winning 2.5D side-scroller which combines tricky puzzle solving, alluring exploration, and an engrossing atmosphere.” – Unmechanical Website
In the game you play as a helicopter robot that is captured, and taken into an underground complex. There you solve puzzles and explore the strange surroundings in hope for a way out. The gameplay is physics based and you can move objects around using a tractor beam.

Extended Edition: Originaly released in 2012 by Talawa Games and Teotl Studios. It will now be released on PSN and XBOX ONE published by Grip Games, and will feature aditional content. The extended edition ships with an extra “revisited” level.

In “revisited”, your friend gets captured by the underground complex and you set out on a search and rescue mission. It explores the mechanics of the original game and creates new puzzles and scenarios.

The revisited level was made by me and eleven other Futuregames students under supervision of Sjoerd De Jong, the founder of Teotl Studios.

Development

Platform: PS3, PS4, and PS Vita.
Time: Production started: march 2014, Shipped to publisher: July 2014
My Role: Lead Designer

Contributions

  • Finalized the level during my free time
  • In charge of production
  • Lead role assembling multiple areas together to form the level
  • Designed one area and added multiple parts to other areas
  • Created the story
  • Directed the intro, and made the ending cinematic
  • Implemented story elements to many areas, including ending
  • Scripting across multiple levels
  • Memory optimization

Design Goals

  • Creating a level that did something new with the game, but still felt like the original game
  • Add a story through the level, that is consistent with the original games tone and feel
  • Develop as both a narrative designer and a level designer

 

Level Design

My area was the inspiration for the story of the revisited level.

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Narrative Design

Overview

The story starts of with the player’s friend being captured by the underground complex and it´s then up to the player to save him. They meet at some points in the level but are always separated by glass walls. They help each other through various puzzles, but at one point the player accidently destroys his friend. The player then has the option of either escaping the complex alone, or sacrifice himself to repair his friend.

 

 

My area was the building block for the story of the whole level. That meant reusing the actors in my level and improve on their relationships.

I wrote an intro in which the player and the other bot knew eachother beforehand, and they would be perceived as close friends.

This fit the theme of my initial level, and helped to build the dramatic impact at the end of my level when the friend is destroyed and the player finally reunites with him.

The ending lets the player chose the outcome. However, I added a moral to the story; the friend bot will carry the player’s corpse out of the complex if he gets revived. This teaches the player that helping others is a way of helping him/herself.

Narrative Features:

-NPC characters

-In-game animated events

-Mechanics part of the narrative

-Non interupting cut-scenes, integrated into the game

-Close integration of internal and external story

-No need for replays; no fail-states

-Choice at the end, so the player don´t worry about making the “wrong choice” early on

 

 

 

Level Scripting

As I was responsible for the finalization of the project, I did alot of Kismet Scripting and Matinee animations.

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Project Development

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Game Projects

Trailer

Overview

Companions is an action-adventure game with free to play elements. The player controls a kid, who together with a dog companion explore a shattered world. They battle rat like creatures using spells and melee attacks. The dog helps the player by assisting in combat, digging up treasures, and dragging the player to safety.

Companions was the third game project I did at Futuregames, and was made under instructions from Microsoft.

Development

Platform: PC, Windows Surface 2
Time: 7 weeks
Designers/scripters: 2
Graphic artists: 4

Contributions

  • Scripted Player animations
  • Scripted Dog animations
  • Scripted Melee Rat animations
  • Scripted Ranged Rat animations
  • Scripted Player attack animations
  • Game design
  • Level scripting

Design Goals

  • Learn the animator in unity
  • Learn animation scripting and blendtrees
  • Explore more complex level design

 Player Animation Script

PlayerBlendTreePlayerBlendTreeStates
PlayerBlendTree
PlayerBlendTreeStates

 

Dog Animation Script

 

DogBlendTreeDogBlendTreeStates
DogBlendTree
DogBlendTreeStates

Melee Rat Animation Script

 

MeleeBlendTreeMeleeBlendTreeStates
MeleeBlendTree
MeleeBlendTreeStates

Ranged Rat Animation Script

 

RangedBlendTreeRangedBlendTreeStates
RangedBlendTree
RangedBlendTreeStates

Trailer

Overview

Cryptic is a single-player action exploration game, where the player plays as a woman who gets killed and has her ghost get caught in a virtual world. The only way to enter back into the real world is to possess machines and computers. She is guided by an AI who gives instructions on big screens, helping her to find a way forward.

Cryptic was made during a four week period, and was the second gameproject I did during my time at the Futuregames Academy.

Development

Platform: PC
Time: 4 weeks
Designers/scripters: 2
Graphic artists: 4

Contributions

  • Designed and built the levels
  • Level Scripting
  • Made the start menu
  • Designed/scripted the puzzles
  • Game design
  • Created the story

Design Goals

  • Learn C# scripting
  • Learn Unity3d
  • Explore level design and narrative design

 

Main Menu

Conveyor Belt Puzzle

Password Puzzle