Narrative Direction • Gameplay • Systems • UI & UX
At Otherside Entertainment I directed design for narrative, UI/UX, and gameplay feel for Thick As Thieves, an upcoming multiplayer “kinetic stealth” thieving game. I worked on character design, narrative, and missions, and collaborated closely on gameplay, systems, and core design pillars for multiple iterations of the project.
narrative Direction & worldbuilding
In pre-production, I worked closely with creative leadership to build out the characters, story arc, mission structure, and worldbuilding, and continued to serve as the primary direction for narrative on the project throughout production. I led the narrative direction and worldbuilding and oversaw narrative design and writing, as well as collaborating with the lead designer on mission/level design, player verbs, and game systems. I also led efforts to cast and direct voice talent to bring our characters to life.
gameplay & player experience
Alongside my work on the narrative and world of Thick as Thieves, I worked closely with the lead designer to craft the GDD and pillars for multiple iterations of the game, designing the various verbs and mechanics for player classes, levels, and missions. I oversaw design and collaborated with other disciplines to build and polish the feel of moment-to-moment gameplay, including work on combat, traversal, player verbs, and gameplay mechanics.
Dynamic narrative & gameplay
I crafted stories into fully playable experiences; collaborating with art, animation, level design, AI design, combat design, and engineering to own and implement narrative moments and gameplay missions end-to-end. I worked closely with other disciplines to drive narrative and mission design within the game, to bring more player agency and create unique, handcrafted moments to excite and surprise players. I worked with the lead designer to create the story and world of the game that would support our gameplay goals and mechanics, and collaborated together on narrative arc, missions, and gameplay mechanics.
technical development
I oversaw both narrative and UI systems from UX design to technical implementation. I created UX wireframes and implemented UI and motion graphics throughout the game.
I implemented features primarily in UE5 blueprint scripting, level scripting, UMG, and level sequences to create data-driven systems and unique narrative moments and content throughout the game. I also worked alongside art and engineering to help design or refactor core game systems such as abilities, AI behaviors, and gameplay verbs. I love building beautiful and streamlined solutions to complex problems, and creating systems that are scalable and flexible.