Gameplay Programming| Systems Design | Narrative Design | 3D Models
Afterwords is a first-person narrative experience where the player takes on the role of an undead pirate trying to find phylacteries for their three newly raised crewmates.
In the late 1600's, the West Indies lived under the tyranny of the Midnight Beggar, a formidable pirate frigate captained by the great Corrozo and inhabited by a Lich crew.
You are a valued member of this crew, a Lich with a magical gift that allows you to learn the history of any object you touch. This power makes you perfectly suited to assigning phylacteries to new liches, matching the history of an item to the personality of the lich.
After the latest raid, you've three new recruits, resurrected from the aftermath. They're in dire need of phylacteries, a lodging for their souls. You and the newly undead take to the nearest island in the search of a phylactery to sustain them.
Talk: The player will talk to three characters, navigating through dialogue trees in order to learn more about the character's personalities and history. Afterwords makes use of a unique dialogue system that allows multiple characters to talk at once, and allows the player to prioritize who they want to ask more about.
Explore: The player will explore the island, searching for items and learning about their histories. Various items are scattered about the island, and each have their own stories. The player picks up an item, gains access to its story, then chooses to take it with them or leave it behind.
Choose and Assign Items: The player will choose up to three items each night to present to the characters as potential phylacteries. Learning more detailed and specific information about the characters allows for a more nuanced understanding of them and makes for an easier time matching them up with an item and its history.
Led the design and development of the character controller code, programming the movement, mouse control, and player actions in the game.
Led the design and development of the unique inventory system, prioritizing simiplicity and clarity as well as striving to make the inventory feel physical and in the same space as the player, seamlessly interracting with the wider game world as the player picked up and dropped items.
Helped design the narrative of the game and develop the fictonal lore surrounding our version of liches, including working on development of the original narrative pitch, designing items, writing item history, and contributing to developing the personality and history of our three main characters.
Led the design of the island and its unique locations.
Created 3D models in Blender, including some potential phylactery items as well as the island itself.
Afterwords was a deliverable project for the class Narrative Design for Games. I worked on this project alongside my peers Luke Brockmann, Annamaria Koshy, Alexandra Lu and Matt Cutts. Below is my design statement.