Welcome!
The name's Chase
(I also go by Piper or Venera in some circles, they're all me~)
Games
Child of Ruin
Technical Narrative Designer
Experience an emotional journey governed by calamity in an attempt to recover your lost memories.
[Initially developed for Ludum Dare 55]Team Size: 46
Engine: UnityWhat I worked on:
- I represented the narrative team in core design and engineering discussions and established myself as a point of contact for technical-focused narrative decisions.
- Learned PixelCrusher's Dialogue System ("TDS") to implement all the dialogue and narrative-driven events.
- I also worked directly with the audio team to integrate voice-over assets for all of the dialogue in the game using TDS-driven callbacks.
- After we finished the build for Ludum Dare 55, I shifted responsibilities into an engineering role focusing on bug-fixing and accessibility improvements around our narrative and UI systems.
(Coming soon to Steam!)
Become Dirt
Technical Narrative Designer
Become Dirt is a narrative-driven exploration horror adventure about discovering a family's dysfunctions, history, and finding a way to survive in horrifying conditions.
[Demo update coming soon!]Team Size: 9
Engine: UnityWhat I'm working on:
- Designing our modular "choreography" system to enable designers to create sequenced gameplay and environment events while handling game state management automatically for save/load.
- Integrating the ink-Unity plugin to the choreography system for triggering narrative-driven callbacks to the UI and gameplay systems.
Jams
Bane of Blackmore
Technical Narrative Designer
Play as Aileen, the last surviving witchcraft practitioner of the Blackmore Family. Serve retribution to the monstrosities of Ybod, lest you fall prey to its corruptive essence.
[Pitched for Indie Game Academy's 2024 Founder's Jam]Team Size: 26
Engine: Unreal Engine 5What I worked on:
- Worked with our Writer and Producer to create the overall story and worldbuilding content which we then condensed into a jam-realistic timeframe built to be expanded on in a full-game version.
- Translated core narrative concepts into gameplay pillars and created a "source of truth" spreadsheet for the engineering team to reference alongside our production schedule timeline.
- Additionally acted as the dedicated "fire-wrangler" for the many Git issues that arose when combining inexpensive source control with Unreal Engine.