PROJECTS
CARDBOARD CHRONICLES
An whimsical adventure game through a childish world of chaos and creativity.
Unreal Engine 4.
https://store.steampowered.com/app/2807290/Cardboard_Chronicles/
Can also be found as part of 'Utah Games Presents' on Nintendo Switch.


ROLE: QUEST & CONTENT DESIGNER
Development roles:
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Created a game for release on Nintendo Switch within 9 months.
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Wrote and implemented NPC dialogue and interactions.
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Collaborated with level designers to develop and document mechanics and levels.
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Designed and iterated upon characters and game world.
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Ensured dialogue remained within limits imposed by technical constraints.
DEV BLOG
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The biggest takeaway I brought back from Cardboard was the need to have a plan for the unexpected. When we began the project, we did not have full details on the limitations of switch hardware, and so started it in UE5. However, this was determined halfway through the project to be unfeasible, and so at the start of the second semester, the decision was made to rebuild the entire project in UE4. If we had made a backup plan earlier, much less would've needed to be cut.
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Stemming from that was the cold reality of prioritizing which features and content are more important, as the game went through approximately four major scope cuts. A massive amount of content and writing got left on the cutting room floor in various stages of completion. While I didn't expect everything to get used, by the end the story was all but entirely cut and nothing but dialogue.
- Finally, I learned that sometimes, even if you do all the work you can, it may succeed or fail from others outside your discipline. Everyone's work impacts everyone else, and if one falls behind, everyone falls behind.




