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THE ONCE AND FUTURE RAT KING

Prove your worth as you rally rodent forces to your aid. Complete noble quests with your friends in cozy couch co-op. Discover how we are stronger together, in a weird parable about rats, friendship, and the power of teamwork.


THE ONCE AND FUTURE RAT KING is whimsical couch co-op PC game that can be best described as Katamari Damacy meets Untitled Goose Game, with lots of rats. It draws inspiration from Arthurian legends and provides wacky, physics-based shenanigans in a low-poly, medieval setting.

SPECS

Type: MFA Thesis Project

Platforms: PC

Engine: Unreal Engine 5.0

Status: In-production

Game Team Size: 2 developers

Project Length: 12 months

Game Tools: Unreal, Adobe CS, Blender, Dungeon Architect

Team Tools: Monday, Slack, Miro, Google Suite

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SUMMARY

In retrospect, a written thesis would have taken less time. But...it would have significantly less rats.

In 2022, I began exploring the mechanics and puzzle ideas that would become The Once and Future Rat King.

I collaborated with my partner Calahan Kirkner, a systems engineer, to develop the core movement mechanics that would define the moment-to-moment joy of the gameplay experience.


Over the course of development, hundreds of iterations were made on puzzles to find the fun and create a flexible set of interactions that allowed the game to support single-player puzzle-solving without dedicating a separate gameplay mode.

The final art direction, setting, and narrative tone were designed around the project constraints. To give myself the time required to focus on design, I planned early to opt for utilizing external asset packs over. The time saved in concepting, modeling, texturing, and rigging was paramount to achieving the desired level of fidelity on my vertical slice.

The Once and Future Rat King was developed and presented as a vertical slice for my MFA in Game Development thesis at Academy of Art University.

What a dandy quote and what an excellent game!

Your Name Here, Role

CONTRIBUTIONS

GAME DIRECTION

PUZZLE DESIGN

GAME DESIGN

NARRATIVE DESIGN

GAME DIRECTION

As a solo-ish developer, I set out to create a delightfully off-beat collaborative puzzle game that highlighted my skillset as a "design-forward" narrative designer while working with limited resources and a short development timeline.​

A driving force throughout development was a kind of playful defiance. Defiance to marketability and the norm. Everything else I had ever built, game jams aside, needed to be marketable to an audience. This was a once-in-a-lifetime opportunity I gave myself to make a game that might only appeal to me and my own sensibilities.

THE VISION

I defined the game's pillars and outlined objectives in a living game design document. Looking to other competitors across genres, I researched these games and outlined my findings in comparative analysis write-ups that helped to inform and shape the final game.

THE ROADMAP
Using my anticipated semester courses as a timeline, I established a roadmap for the project to prioritize tasks and implementation of content in an intuitive order.


PRODUCTION
To hold myself accountable, I maintained the same project management standards that I would have in a studio environment and worked towards objectives in weekly sprints.

PUZZLE DESIGN

I developed puzzles based around the idea that we can go fast on our own, but we can go far together.

PUZZLE

  • Defined puzzle mechanics and designed the framework for the game’s environmental puzzles.

  • Built blueprints for modular puzzles.

  • Drew maps and made flowcharts to track puzzle progression and player options in each encounter.

  • Produced spreadsheets recording what would happen or trigger in each step of the puzzle, such as cues for audio, animation, camera transitions, etc.

USER RESEARCH

  • Organized live playtests, conducted interviews with players, and collected anonymous playtester survey data.

  • Reviewed tester data and built objectives and strategies to address actionable feedback.

GAME DESIGN

I designed a series of small levels with puzzle driven design.

CORE MECHANICS

  • Defined gameplay mechanics and framework for the game from the ground up.

  • I worked closely with my systems engineer to implement the initial paper prototypes into Unreal Engine 5.

GAME LOOP

  • Designed and iterated on creating a loop that was highly modular and scalable.

  • Crafted encounters and mini-games that offered appeal to both casual and more experienced gamers.

  • Reinforced narrative themes through the player’s in-game actions and abilities.

LEVEL

  • Designed linear level maps for  world environments.

  • Implemented Dungeon Architect into the production pipeline to optimize the workflow for building game exterior prefabs.

NARRATIVE DESIGN

Storytelling with a silent protagonist looks a little different. I wrote all player-facing text, including cinematics, dialogue, missions, codex entries, tutorials, UI, and flavor text.

In addition to creative writing, I also maintained technical documentation for the game’s design, mechanics, and encounters.

GAME MISSIONS

  • Defined optional encounters and any triggers or gating through spreadsheets.

  • Wrote and implemented quests and dialogue using Blueprints in UE5.

  • Tested missions and iterated on gameplay for narrative cohesion, consistent voice, and game flow.

WORLDBUILDING

  • 5 distinctive environment settings, each designed with its own unique puzzle content.

CREATIVE WRITING

  • Designed codex entries with clear gameplay goals (such as introducing game locations, player abilities, or accessible quests.)

  • Edited and revised gameplay copy for UI notifications and in-game updates.

  • Provided environmental storytelling through unique points-of-interest (POIs).

TECHNICAL WRITING

  • Produced game lore wikis and game design documents.

  • Wrote and maintained gameplay mechanics documentation.

ART DIRECTION

With the constraints of a solo-developer project, I worked to develop a cohesive visual style based around premade asset libraries.

ART

  • Built reference guides for characters and environments, focusing on a whimsy-forward approach to the genre.

  • Created extensive storyboards for gameplay, cutscenes, UI interactions, and to guide game feel/juice.

  • Created and implemented UI  wireframes and icons used in the final game.

ASSET SELECTION

  • Compiled premade asset libraries/packs based on cohesion to central style tenets.

  • Collaborated on building an audio/music library and catalog, assigning music and ambient sound by different zone locations and interactions.

ADDITIONAL HIGHLIGHTS

Working on this project required me to take on some unique tasks that didn’t fit neatly into the categories above. Here are a few of the highlights:

  • Wrote external pitch scripts, web copy and print copy.

  • Recorded, cut, and edited videos for pitches and promotional materials.

COLLABORATORS

I had the privilege to work with some incredibly talented people on this project.

  • Calahan Kirkner (Programmer)

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