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Jedi: Survivor
Cantina Stages
The aspect of Jedi: Survivor that I put the most time into, and that I am most proud of, is Pyloon's Saloon. We knew we wanted to have our very own Star Wars cantina and that we wanted to make it lively and a place that grew with the player across the story. I accomplished this by using our Stages system as well as an NPC spawning management tool that I created. These two systems working together allowed us to manage the named NPCs that spawned in, the location of randomly generated NPCs in the Saloon, as well as the different art states of the Saloon. All of this came together to create the exact kind of seedy, desert bar you want to lounge around in while you people watch the patrons.
The Rooftop Garden Quest
When we started working on Jedi: Survivor, we knew that we wanted to include a bigger, more fleshed out version of the small garden in the Mantis from Jedi: Fallen Order. After working on the initial implementation of the Garden and the seeds, I worked closely with our partners in Environment Art, UI, and Technical Design to reach the final implementation of the Garden that you see in the game. I love systems and quests that give the player a reason to slow down, tell their own story, and have an effect on their environment. This quest absolutely covered all of those bases and gave the player a peaceful natural space to make their own.
The Saloon Aquarium Quest
One of my favorite quests and systems that I was able to work on during my time on Jedi: Survivor was the Aquarium run by Skoova Stev. I championed this quest and feature from early on in the project, set up all of the locations where Skoova could be found, built the Aquarium system (including the changing cameras and fish spawning), and worked with our central art partners to bring Skoova to life both out in the wild and in the Saloon. While I can't claim the writing for this quest, Skoova's larger than life stories are the icing on the cake of this fish collection quest.
The Jawa Recruitment Quest
There were many different NPCs that the player could recruit for the Saloon and the Outpost: a DJ robot and its handler, a medical droid, and a fashion designer to name a few. Along with these options, one of the most iconic Star Wars aliens the player can recruit a is band of Jawas that have established a settlement outside of town. This video highlights this quest and shows the level dialogue, level events, and NPC set ups that I did as the Narrative Designer for this quest. I had a lot of fun working with the Writer and Level Designer that helped bring this quest to life.
Jedi: Fallen Order
Kashyyyk Refinery Narrative Showcase
The breadth of content that I created and implemented across my year on Jedi: Fallen Order is too broad to be represented in a short video. While this video showing the Kashyyyk Refinery mission is longer, it does showcase all of the different narrative delivery types that I worked on throughout my time on the narrative team for Jedi: Fallen Order.
Ambient Stormtrooper Dialogue
In order to bring life to the world of Jedi: Fallen Order we created a system to play ambient pre-combat conversations. These were systemic dialogues that pairs of Stormtroopers could engage in if they had not yet noticed the player. I implemented a large portion of these conversations using our proprietary dialogue system and was fortunate enough to write around 100 of these conversations. This video shows a small selection of the conversations that I both wrote and implemented.
Systemic Combat Barks
One of my biggest tasks on Jedi: Fallen Order was to implement all of the scripting logic for our systemic combat barks. We had upwards of 30 narrative contexts for each combatant type, requiring a lot of scripting in Blueprints and a lot of testing. I also wrote somewhere on the order of 6,500 systemic combat lines during my time on Jedi: Fallen Order. This video is a small taste of what I wrote and implemented.
Quest System Exploration
After Jedi: Fallen Order had shipped, we had a weeklong exploration sprint that we called Jedi Week where we could work on any concept we wanted to. Something I was hoping to see more of in our sequel title we're more guided quests so I built a quick prototype for a quest tracking system. This was a fun exploration that allowed me to engage more with Unreal's UI systems, something I don't usually have a chance to play around with.