Narrative
Fatal Choice
During the Spring of 2009 I took a course instructed by Mary DeMarle in interactive storytelling. The culmination of this course was a narrative document encompasing the various tasks that a narrative designer has to do. Working from a simple pitch document I wrote the narrative for Fatal Choice, a sci-fi third person shooter revolving around the meaning of fate and choice through the eyes of a Pre-Death Agent.
The narrative design document includes the premise, a summary of the plot and game levels, character biographies, sample scripts (for cutscenes and cinematics), and sample dialog. Through this I learned the skills necessary to be an effective narrative designer including: character development, plot development, writing in different voices, writing for screenplay, integration of narrative and gameplay, and various techniques of both writing and expressing a story for games.
Read the Fatal Choice Narrative Design Document here.
The blueprint is a formal document that is the merging of gameplay and narrative. By lining up the game starting from key narrative points and breaking them down into individual level sequences, it is possible to view the narrative from the eyes of the player. This process ends in adjustments being made to both gameplay and the narrative in order to forge them into one cohesive whole, providing a more immersive game experience.
Read the Fatal Choice Blueprint here.
Music
In my spare time I enjoy playing and composing music. I prefer to use Digital Audio Workstations for composition as it gives me access to nearly every sound I could want. This self taught skill has landed me the role of Audio Designer / Composer on many small game projects.
3D Art
Kremble
In this 5 week assignment for my 3D modelling class, I created a current gen asset, featuring normal and specularity maps. This ancient space ship, the Kremble, was created as a lunar device. Unfortunately, the scientists miscalculated the size of the moon, resulting in a mission of the moon landing on the Kremble.
Modeled in Maya 2008
Textures created with Photoshop CS3
Normals created with Crazy Bump
Barrel and Cardbord Box
An introductory assignment creating the essential barrels and crates of many games.

Barrel = 106 triangles
Box = 12 triangles
Modeled in Maya 2008
Textures created with Photoshop CS3
Normals created with Crazy Bump
Sally
This animation was created as part of my 3D animation class. Over the course of 5 weeks I modeled, rigged, animated, and rendered this short in Maya 2008. Copositing was done in Adobe After Effects CS4 and editing was done in Sony Vegas Pro 8.







