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Overview

Narrative Designer

  • Writing a World building Document in collaboration with other developers that focuses on the Story & the world before the game takes place.

  • Writing, Story-boarding & Creating Cut-scenes.

  • Creating a system that can run the Cut-scenes and apply a 'Skip' button.

  • Creating an 'Intractable Newspaper' object that tells the backstory of the world.
     

Design Lead

  • Maintain creative direction win collaboration with the other leads in order to make sure that everyone is aware of creative goals and constraints.

  • Review Design-work and determine whether user stories are done.

  • Organize & Participate in meetings in order to determine the future of the project.

Level Designer

  • Creating a Main Level that features a wide variety of Level-Design-Elements, focusing on immersing the player.

  • Play-testing the level in order to find improvement points.

  • Iterating based on feedback received by peers & play-testers.

  • Prototyping & Creating Scripted Event moments throughout the level.

Trailer of Cry of the Fox

OVERVIEW

Play as a stray fox trying to escape a post-Apocalyptic Paris. Explore the surroundings and stay out of the path of the dangerous wolves that haunt the city.

Explore the City

Run around & explore the lush nature that has overtaken the fallen city. But beware, every corner could contain dangers that you might not be prepared for...

Survive

Wolves have entered the city. You must prepare yourself to run and hide from them while hunting prey in order to stay alive.

Story-Driven

Experience a full-fledged story where you will understand what has happened to the fox & the city.

- NARRATIVE -

CUTSCENES

  • Writing, Story-boarding & Creating in-game Cutscenes that use the UE5 Level Sequence Editor.

  • Collaborating with Visual Artists in order to make sure that all the scenes are dressed and contain custom props.

  • Creating an Credits Scene using the Widget Editor in UE5.

Skip Button

All the Cinematics seen in  Cry of the Fox

Narrative

WORLD BUILDING

  • Written an outline for a story of the game, accompanied by an array of different Characters & Locations.

  • Created a World-building document in collaboration with Visual Artists to setup the world of the game.

World-building Document

NEWSPAPERS

  • Created a First Prototype for an Interactable object accompanied by a Widget Object.

  • Collaborated with Designers & Visual Artist to develop a visual look for the written backstory.

  • Placed the Newspapers in the Levels in a logical fashion, to create an unraveling narrative through Environmental Storytelling.

Newspaper Object

OPENING ANIMATION

  • Created a Scene and Storyboard that tell the backstory of the main character.

  • Collaborated with an Outsource Concept Artist to turn this Scene into a full animation.
     

Opening cinematic of COTF

Level Planning

- LEVEL DESIGN -

Level Design

MAIN LEVEL

  • Sketched & Planned out the Main Level.

  • Created a Block-out of the Main Level, based on concepts discovered in the pre-production of the project.

  • Scattered Level Design Objects throughout the level, such as: Collectibles, Scripted Events and Jumping Spots.

  • Iterated on the Level using Play-testing feedback & listening to teacher feedback.

Playthrough of Chapter 2

SCRIPTED EVENTS

  • Concepted & Prototyped Scripted Events, which created unique & cinematic moments in the levels.

  • Turned these prototypes into polished features in collaboration with other students.

Some scripted events created during pre-production

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- DESIGN LEAD -

Design Lead

MACRO DESIGN DOCUMENT

  • Researched different types of Macro Design Documents together with the team, in order to discover what would fit our game concept.

  • Acted as a Central Point together with our Producer, to ensure we gathered all the needed information and realized our vision.

  • Polished the Document together with our Producer, to reflect our hard work and attention to detail.

The Macro Document of COTF

RESPONSIBILITY & VISION

  • Leading a team of 7 designers for 4 weeks, ensuring everyone was aligned and knew what we were working towards.

  • Stepping down in the middle of Production, to help out with Level Design since they were heavily behind on progress.

  • Aligning the team on a clear vision, making sure all the systems are connected.

  • Setting up a Meeting Discord Channel, that tracked when & what kind of meetings where happening.

Marketing

- MARKETING -

MARKETING PREPARATIONS

  • Performed research on different types of Social Media uses, figuring out where we should post what and why.

  • Set up a Content Planner, that helped us plan out our content and deadlines.

  • Created a Content Pipeline, that could help us create clear responsibilities and know what to post where.

Social Media Content Planner

SOCIAL MEDIA

  • Set up all the Social Media accounts and connected a planning tool to help us create content in advance.

  • Regularly post on our Social Media accounts, using tags and trends in account to get additional exposure.

Reflections

One of our Twitter Posts

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