I spearheaded the development of core quest activity and narrative channels across systems design, tooling design, and content design.

 

I directed, managed, and crafted the development of in-engine cinematics in UnGodly, delivering experiences that are the studio's peak benchmark for in-game narrative content. 

My contribution for each of the cinematics shown, and many others:

  • Directed the creative experience.

  • Managed multidisciplinary development.

  • Crafted previs and cinematography.

  • Owned experiential outcomes.

Note: The game is intended for mobile devices and supports limited facial animation.