How is the full version planned to differ from the Early Access version? And the best way to do that in our view is to listen and respond to player feedback and see what works and what doesn't.”Īpproximately how long will this game be in Early Access? Commissioning and supervising voice acting, collaborating with the sound designer.“We chose Early Access because we want to make a better game.Reshaping and iterating the story in accordance with production cuts or additions, ensuring consistency and pacing.Designing and writing 80+ in-game documents.Designing and implementing 50+ main and optional objectives, narrative-driven and focused on enriching the lore.Designing and scripting interactive dialogue branches.Designing and managing the non-linear narrative structure (handling the story progression based on players’ actions and choices).Writing most of the game script (in-game lines, dialogues, cutscenes).Defining story beats both on a macro (world) and micro-level (individual locations), working with the art and level design team to convey the story through the environment.Developing the world scenario and characters after the starting story ideas for the project.My responsibilities for this role included: The game features three different endings and several secondary/optional story routes. Being a small team, we could not afford cutscenes or in-game cinematics (with the exceptions of the intro - which uses animated illustrations - and the ending sequences), so the narrative strongly relies on environmental storytelling, in-game lines, interactive dialogues, and in-game documents. Working on an open-world game, my challenge as a Narrative Designer was to combine the non-linear structure of the game with a story-driven experience in a coherent way. Reviewing level iterations and providing feedbacks to level designers on design, direction, and balancing.Providing references, outlines, key mechanics and story beats to other level designers for some of the levels.Ownership of some of the game’s levels (designing, blocking out, testing, iterating, and polishing, working closely with the artists to bring levels from blockmesh to final state). Revising and iterating the macro-design in accordance with direction changes, new features and production cuts, ensuring consistency in design and narrative.Īs a Senior Level Designer, my responsibilities included:.Blocking out the landscape (using World Machine and Unreal Engine sculpting tools).Designing the map of the island (landmark positions, routes, main resources, key-item locations, fast travel points, etc.).
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