IIM — Institute of Internet and Multimedia

Games

Here is a list of all the games I have worked on during my studies at IIM.

Key art for Avian

Avian

Unreal Engine 4 Narrative Designer

I joined the Avian project in my last year as a narrative designer, primarily tasked with elaborating on the game, which is predominantly a contemplative experience. I crafted the game's narrative, and executed narrative level design to convey the game's story to players through cinematics and level design.

Key art for Fall Of The Morning Star

Fall Of The Morning Star

Unreal Engine 4 Game & Narrative Design

In Fall Of The Morning Star, I authored the game design documents, handled the game's narrative, including all dialogues and found cassette tapes. I balanced aspects such as the dogs, food, and fatigue, and I also created the game's trailer. This served as my primary project during my fourth year, providing a fascinating blend of narrative and game design challenges.

Key art for Fency Krabby

Fency Krabby

Unity Lead Game Designer

I was "lead" game designer on Fency Krabby, meaning that I supervised 2 other game designers in their tasks (documentation, level design, and balancing). I was the main "narrative" designer on this but I also did a lot of game design documents. I also did the trailer.

Key art for Real Blood Therapy

Real Blood Therapy

Unity Game & Narrative Design Jury's favourite — Adobe game jam

This game was created during a one-week game jam in 2nd year organized by the design department of my school, sponsored by Adobe. We were chosen as the jury's favorite, and I handled both the game and narrative design aspects of the game (explaining why our character does what they do, their backstory, the damage they need to inflict on various elements, etc.), as well as creating the game's trailer.

Key art for You'N'Them

You'N'Them

Unity Sole Game Designer

This game served as our final project in the second year, marking our first real game. I was the sole game designer for this project, which involved designing the gameplay mechanics, creating the level design, and making decisions regarding the game's progression and choices, and the game's trailer.