Game design, writing, and everything in between.

Content Design

This page highlights my experience in narrative presentation, including in-game cinematic systems, camera perspectives, scene timing, dialogue systems, etc. Projects span indie development, machinima experiments, and academic showcases.

Seven Weeks on Earth (demo)

  • Designed and wrote branching narrative and event logic in a three-person indie project showcased at conferences.
  • Built narrative-driven environments with attention to player perspective, pacing, and interactive flow.
  • Created design documentation and flow diagrams to support collaboration from concept to public demo.

An Act Structure i wrote for the game:

The Gif above is a trailer I directed and edited for my Master’s thesis project, combining in-engine footage, TTS-generated audio (to create the bizzare analogue feeling), and text overlays to communicate the game’s narrative atmosphere.

Watch the full trailer here

In this project, I also…

  • Designed and implemented a narrative system that transitions between 2D and 3D presentations, with Unity Engine + YarnSpinner plugin
  • Wrote and maintained design documents like this narrative design brief:
  • … And did many more!

A 31-episode Sims machinima + experimental Let’s Play

  • Produced machinima using The Sims 4 to experiment with character staging, camera perspectives and movement, and dialogue timing.
  • Explored emergent narrative by linking player-driven events to scripted character interactions.

Some other promotional pictures I made for this project series:

After the completion of this machinima project, I carried the experiment to documented episodes on a blog, as well as a tumblr miniblog, to test out serialized storytelling.

Here is the blog where I kept a 16-episode mini-series of my The Sims 3 story, using the format of playscript + screenshots.

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