Former Narrative Design Intern at Soma Games

What I Worked On

The Reluctant Redemption of Verity Lux is an upcoming PC narrative-based point & click game where you play as an investigative journalist trying to unravel the mystery behind the disappearance of Walker Khamenos, a celebrity playboy. The game will feature choices and article customization.

What I did

  • Wrote side quests

  • Wrote lore

  • Wrote in-game notes

  • Tagged dialogue lines to play animations

Great Chain

One of the games I worked on at Biola University was “Great Chain” which was created in Unreal Engine. Great Chain is an action adventure game in which the player must go to the various islands of the Great Chain and save them from The Glowing.

To the right is a video showing one play-through of the game with the player getting the bad ending, as the game was designed so the player would most likely get the bad ending on their first try. The video also shows the player talk to all of the side characters and obtain all of the optional items.

 

What I Did

  • Narrative Design

  • Programmed Dialogue System

  • Level Design

  • Programmed AI (Scrapped in Final Version)

  • Programmed Melee Combat (Scrapped in Final Version)

Narrative Design

  • Wrote All Dialogue

  • Designed Choices and Consequences

  • Wrote Both Ending Screens

Dialogue System

  • Modified existing dialogue code for expanded functionality

  • Wrote code to allow choices to add future dialogue options

  • Fixed bugs

Level Design

  • Created gray-boxed path for Volcano

  • Collaborated with Environment Artist over where NPC’s and locations needed to be

  • Added a rock and a hill in the beginning to hide certain locations and make the game feel longer

  • Added all the music, adjusted their volumes, edited loop cuts, decided when they would play, and made them play in-engine

Story and Choices

The overall story concept and premise was decided at the start of development, however, I wrote all of the dialogue, tablet and beast item text, and designed all of the choices as well as their consequences. To the left is a video showing all of the writing I did, as well as all the choices.

Narrative Challenges

One of the biggest narrative challenges I had was explaining the player’s combat ability. Originally the player was going to use a sword to fight The Glowing, but it was later decided that the player would shoot stuff and “disperse” The Glowing. It was also decided that the player would start out with this ability instead of learning it or having something happen to gain the power. While admittedly not the best explanation, I decided to do a little bit of a “chosen one” theme but I decided that Jin was randomly chosen instead of him being a special being prophesied long ago. To explain why the islanders couldn’t get rid of The Glowing themselves, I tied Jin’s power to him being the “chosen one” and decided that it was the only power that could kill The Glowing.