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SUMMARY

This was a small collaboration between a designer, a writer, and a musician to make an interactive fiction game for the 2022 Global Game Jam.


Together, we created a speculative fiction adventure in Twine that explored the impacts of systems of oppression, police corruption, social media commentary, and the boundaries of artificial intelligence.

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WIP THEMIS DIVISION

Intermediate

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THEMIS DIVISION

Release: Jan 2022
Studio: FamJam
Platforms: PC | Mac
Team size: 3 (Kris Gathman, Nicholas Gathman, and myself)
Project length: 48 hours
Responsibilities: creative & design direction/collaboration, worldbuilding, narrative design/writing, business development, marketing & community management, writing
Engine and tools: Twine, Adobe Suite, Google Suite

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GALLERY

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White File Folders
Reviewing CVs
Typing on Computer
Business Meeting
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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.

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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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VIDEO TITLE

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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.

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CREATIVE DIRECTION

Creative Direction

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GAME DESIGN

Game Design

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NARRATIVE DESIGN

Narrative Design

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ART DIRECTION

Art Direction

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