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Game: The Devil in Me

Role: Senior Games Designer (Credited as Lead Games Designer)

Genre: Survival Horror & Interactive Drama

Release​: 18th November 2022​

Platform: PS5, PS4,  Xbox Series X|S, Xbox One, PC​

Engine: Unreal Engine 4

Description

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A group of documentary film makers receive a mysterious call inviting them to a modern-day replica of serial killer H.H. Holmes ‘Murder Castle’. But on arrival they soon discover they’re being watched, and even manipulated, and suddenly there is much more at stake than just their ratings… 

 

A branching Survival Horror game, The Devil In Me expanded ed upon the series' core mechanics to include a suite of exploration mechanics such as climbing, vaulting, balancing, shimmying, among others. Additionally, it added a simple character-specific inventory system giving each member of the cast a number of tools that can be obtained and improved over the course of the game. 

 

I joined the project early in pre-production helping to create the game's narrative and characters, developing exciting scenarios, designing and balancing a multitude of new mechanics including the fan-favourite Direction Microphone. Part way through the project, I moved into the role of Lead Games Designer on the project leading a team of 22 designers ensuring quality content, good morale, strong communication and an ability to deliver the Game Director’s vision.

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Responsibilities

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  • Mechanics and Systems

    • Drove new gameplay mechanics and systems from initial briefs through implementation and to final quality including Mark's Camera Flash, Erin's Directional Mic, the Balance Beam and Cart Pushing mechanics.

    • Lead and standardised the gameplay implementation both creatively and technically, ensuring features delivered the intended player experience.

    • Balanced gameplay and meta-game systems across the project.

    • Collaborate with various stakeholders and disciplines to ensure budgets and intended experience are adhered to.

  • Level Design​​

    • Designed numerous levels from a brief through whitebox to final quality including but not limited to 'Noises', 'Cigarettes', 'Spa' and 'Cliffside'.

    • Researched architecture based on the World's Fair, the islands within Lake Michigan and the history behind H. H Holmes 'Murder Castle'.

    • Worked closely with environment artists to create the level.

    • Scripted gameplay, events, cinematics, branching and meta-game content across most of the game.

  • Narrative Design

    • Worked with various stakeholders to develop a 2nd draft script.

    • Concepted new levels, cinematic scenes and moments visualising it within a propriety storyboarding tool.

    • Created spec dialogue for many scenes across the game including 'Cigarettes' which eventually became a strong influence on the development of the character 'Charlie' - one of my proudest achievements.

  • Design Leadership

    • Led a 22-person design team while remaining hands-on with implementation and feature design.

    • Provided mentorship and direction to designers, supporting the development of features and levels.

    • Consistently maintained alignment between the design team, wider teams and the Game Director's vision.

    • Established clear design requirements and workflows to support a large multidisciplinary team.

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