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, overseeing writing and collaborating with the lead designer on mission and level design.
I oversaw the casting and as well as directed recording sessions for voice acting talent to bring the characters and world of Thick as Thieves to life.


gameplay & player experience

I worked closely with the lead designer to construct the main game design document and pillars for multiple iterations of the game (for both the initial cooperative and narrative-focused version of the game, and later when it pivoted to the pvp game eventually released), 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 design & 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.


ui/ux

I drafted wireframes and implemented UI across the game including HUD, in-game menus, and bootflow. For the HUD we went with a simple layout which would give players pertinent information without being obtrusive or distracting. I also implemented and animated the UI screens and widgets in UE5, building the layouts, blueprint logic, animations, and scripting shaders for things like fills, animations, and highlights.