Unreal Specific Experience

Retro Drive 2

I worked as a Narrative Designer on the currently unleased Retro Drive 2 - An open-world driving game set in a synthwave dystopia, made in Unreal Engine.

Due to NDA, I am unable to detail the exact content of what I worked on during my time on the project. 

  • Worked on an original dialogue system
  • Implemented narrative content via Blueprints
  • Collaborated with Level, Code and Tech Designers 
  • Pitched and developed cutscenes
  • Prototyped a dynamic collectible system

Dice Druid

I worked as a Game Designer for this game jam, where the aim was to make a short fantasy-themed platform-puzzler, with some combat and AI functionality too.

The game was made over 3 days with a team of 2.

  • Created level layouts for satisfying platforming.
  • Implemented collectible system for dice pickup.
  • Utilised AI functionality for combat with attacking enemies.
  • Worked on character animations and projectile VFX.
  • Designed puzzle system for opening gates.

Prime Time Panic

I worked as a Systems and Narrative Designer on this project, focusing on implementing the game state flow from beginning to end and having unique playthroughs each time.

The gameplay revolves around the player being an interviewer who has forgotten who they are interviewing. They must work out who they are speaking to by asking questions and interpreting the answers without getting caught!

  • Developed dynamic question system that reacts to player choices.
  • Balanced a 'suspicion' mechanic based on question selection to add difficulty and potential 'fail' states.
  • Wrote entertaining dialogue for 4 unique characters.
  • Designed and implemented the UI using the UMG Widget system.

This snippet shows the 'guessing' state, where the player has the chance to select the career of the interviewee based on the clues in their answer to previous questions.

This system dynamically retrieves and displays a list of the possible careers by iterating over an array and assigning values to the corresponding UI elements.

We streamlined dialogue implementation by importing CSV files to provide the lines for the interviewer and the characters.

This made dialogue re-writes and iteration much easier, since we could make edits in an external Excel file and re-import it all at once, rather than re-editing every individual instance of dialogue in engine.