Click through the thumbnails below to get a visual on the project and look below for details and videos for it. You can also click the button below to play all games I've been involved with on itch.io!
Interweaver takes place in a world filled with various magical properties. We take perspective of the "Weaver", a student seeking to graduate from the renowned Sepultus Academy, the most well-known necromancy school. The Weaver must use her abilities to clear their paths across various landscapes, and utilize the environment's tools to her advantage. She is tasked with claiming the soul of familiar as her own, but the Weaver's natures only wishes to guide these familiars to peace. Jump, dash, swap, and weave into Interweaver, and show your skills to the school's Headmaster!
I helped work on the initial concept pitch by contributing to most of the ideation of game mechanics, narrative, and overall aesthetic that would go on to be preserved in the final product.. I designed initial concept titles and worked on putting together the pitch deck and presented the video with my voice. Click the arrows to scroll through images.
I worked on maps for all three levels in the game + the hub environment and continually iterated on and updated any outdated maps as changes were made in every sprint. I also iterated on my map designs to make them clearer for other designers as time would go on and to ensure the maps were as accurate as possible. Click the arrows to scroll through images.
Created many diagrams and sketches usually for the purposes of design meetings with Figma and/or Photoshop to be able to communicate ideas clearly to other team members and for documentation purposes. I also constantly contributed to updating the GDD and LDDs whenever these discussions were completed so that members on other parts of the team could have updated information to reference when developing mechanics or creating models. Found ways to cross ideation walls to maximize efficiency and continue on to other work. Click the arrows to scroll through images.
Once documentation was updated at various points and meetings had defined what level mechanics were going to be in place, I worked on creating several level whiteboxes using the ideas from the meetings that the design team decided were best and more engaging for the player. Worked to make sure that the puzzles were appropriate for the stage of the game based on the intensity graph, where early levels are meant to be somewhat easier than later ones. As part of this, I also worked on several paper prototypes in engine for puzzle ideation with the design team and to support level design efforts. Click the arrows to scroll through images.
As part of the narrative team, I attended all narrative meetings to define the world lore and individual level narratives on top of the broad story.
I merged my skills between both narrative and game design by writing and incorporating the lost souls (lore bits that can be found in secret spots in the levels) into each of the levels and outlining the dialogue for them in documentation. I also continually updated various level narratives written in the team documents whenever meetings presented necessary changes.
Voiced the narrator and characters in the game's cutscenes. Click the arrows to scroll through images.
Below are finalized images that capture the environment feel I helped create to immerse the user into the magical world of necromancy in Interweaver. I worked on set dressing for two of the levels found in game and designed the entire visual of the hub level.
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