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Graphic Shapes

PROJECT TEMPLATE

Release: Month Day, Year

Studio: Name Here

Platforms: PC | Mac | Linux

Critical reception: 94% user rating (Steam)

Team size: two core members (myself and Brian Chan) and one audio contractor (Emeen Zarookian)

Project length: 18 months

Responsibilities: creative & design direction/collaboration, worldbuilding, narrative design/writing, business development, marketing & community management, writing

Engine and tools: Unity, Adobe Suite, Monday, Slack, Basecamp, Trello, Asana, Jiro, Miro, Google Suite, 

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Robbie White

Graphic Shapes

SUMMARY OF CONTRIBUTIONS

I was the designer responsible for __________. I built spaces, planned and scripted gameplay, told visual stories, and acted as ambassador of the player's experience in the level.

I inherited responsibility for AI system iteration and tuning part-way through the project.

I was the sole designer assigned to the PC port, where I worked to ensure our UI survived the transition to a new platform (and was improved!).

I built a press demo and played various demos live at press events and trade shows such as E3, a visit to the Game Informer offices with Ken Levine, and a presentation to media in New York.

I traveled alone to Tokyo to represent Irrational for the Japanese launch of the game.

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GALLERY

Laptop
White File Folders
Reviewing CVs
Typing on Computer
Business Meeting
Filling Out a Form

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HIGHLIGHTS

Read on if you'd like to:

  • See highlights from Neptune's Bounty.

  • See more detail about my development process, with case studies.

Warning: text. Lots of it.

Graphic Shapes

THE FIGHTING MCDONAGH TAVERN

A key location in Neptune's Bounty. I built the layout and crafted moment-to-moment gameplay.

This served as an exemplar of what good "spoke" (as in hub-and-spoke) spaces should feel like in BioShock in terms of:

  • Pacing and variety of play experience.

  • Amount of scripted moments vs. emergent and systems-driven gameplay.

  • Spatial scale.

  • Variety of space types and themes (eg. there's a bar area, wine cellar, basement office, and upstairs hotel rooms).

  • Amount of occlusion and thus "mystery" created by not being able to view an entire space from any single vantage point (the bar area is a great example of this: an open space with pillars and other vision blockers).

  • Amount of verticality (eg. the vertical element of a balcony overlooking the bar area).

Elements of the space were even retooled and re-used in BioShock 2, and there is a Fighting McDonagh's multiplayer map.

Moments such as a splicer wandering into the bar with a security camera in tow, or a Big Daddy showing up as you go to leave the bar feel like unscripted, systemic moments. They were however scripted. As much as possible I pushed for scripted moments to feel organic and natural. I wanted to blur the line between systemic and scripted moments so that it all feels the same to the player.

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Graphic Shapes

SUMMARY OF CONTRIBUTIONS

I was the designer responsible for __________. I built spaces, planned and scripted gameplay, told visual stories, and acted as ambassador of the player's experience in the level.

Learn More
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