Case Studies & Documentation
Below, you'll find a selection of documents, breakdowns, and postmortems detailing some of my best work on a variety of projects.
Faction Packed: Guilds Spec
This writeup for a key social feature is just a small sliver of my meticulously organized documentation for Faction Packed. It includes a list of MVP features as well as ideas for how to expand these features in future updates.
Critter Cove: Events Case Study
At Gentleman Rat, I frequently pitched features my supervisor wasn't sure could be implemented with our existing tools, which I consistently disproved by implementing them myself. This case study is a prime example, documenting one of the best emergent narrative systems I created on this project.
Mysteria: Asterfel Prison Brief
Created as a narrative design test for Mysteria Studios, this brief describes the location, key quest, and characters associated with a particular area of their game Asterfel.
The test's specifications put emphasis on the environment and art briefs, so I took special care with that aspect of the document.
Blood Revenant Questline Brief
This high-level outline of a complex, layered questline was created as a writing test for a text-driven vampire game with a futuristic setting.
A retrospective is included on the second tab.