Runaway
Narrative Game || Explorative || Queer || Game Writer || Level Designer
Completed demo, shown at NZGDC 2025.
Role: Narrative Lead, Co-Tech Lead, Level Design Lead
Narrative Game || Explorative || Queer || Game Writer || Level Designer
Completed demo, shown at NZGDC 2025.
Role: Narrative Lead, Co-Tech Lead, Level Design Lead
Narrative Design & Game Writing
Dialogue and cutscenes in a game setting. Skill with implementing separate character arcs, the way they feed into the overall narrative and player backstory, and understanding of the way story and mechanics feed into each other in the player experience.
A section of a larger board where the team have worked together on Runaway. This board is designed so that we all have separate sections for our roles, and is structured in a way that other team members can easily access information.
Knowledge of and familiarity with Unreal Engine dialogue systems. I coded the dialogue system for Runaway, and as this is a narrative game, this feature is constantly being improved upon and altered to suit the experience we want players to have with our game. A huge part of this is constructing and implementing data tables in-engine.
Level Design & Environment Design/Set Dressing
With Runaway, I started off with a rough sketch of what I wanted the world to look like, then moved on to planning chapter-by-chapter player flow and the way players would move through the game. Through this I was also able to plan character encounters, level expectations, and how story beats line up with gameplay.
As Runaway falls within the cosy game genre, the levels were designed to encourage a moment to breathe and explore the environment. I designed these levels to be engaging and interesting to experience, working closely with narrative, music, and mechanics to polish the player experience.
As I work in game narrative as well as game development, I have a good understanding of the way game and narrative feed into each other. Because of this, narrative and game cohesion is always a priority in both the level design and the narrative script.