Documents

A concept envisioned by six of my peers and myself over the summer of 2008. The purpose of Always Forever: The Ballad of Daniel Hart was to kick the power fantasy up to 11 through side-scrolling beat-em-up content. The game, inspired by Paul Robertson’s works, attempts to parody excessive violence while making the player feel awesome. The mechanics are simple so that the player may enjoy the artistic content of the game as though he or she were watching a short animation instead of micro-managing. Sadly, the project did not advance beyond an early Alpha stage.
I was responsible for the detailed documentation of the game design and aided in the creative process of content and mechanics. The design document contains descriptions of all assets, details the play progression, displays enemy statistics, establishes the storyline, discuses design principles, highlights game engine operations, and much more. It is also organized in a logical manner and served to provide the development team with a solid reference and vision throughout production.
Download:
134 pages.
The image gallery below contains all original work created by our project’s 3 highly skilled artists:
Jaimie Olmstead, Daniel Peavey, & Alex Schwartz.
Development Team:
O. Rafael Diaz
Alex Gustafson
Bryan Hare
Auston Montville
Jaimie Olmstead
Daniel Peavey
Alex Schwartz

The narrative proposal for Earth Hive was an extensive exercise in writing and designing narrative for a video game under the direction of Eidos Montréal’s Mary DeMarle. Gaining practical knowledge in world creation, dialogue for voice acting, and how to connect gameplay and narrative were all key lessons learned and practiced over the course of the semester.
Adapted from a basic design template created at Eidos Montréal, the narrative of Earth Hive builds the foundation for a third-person adventure for children between 6 and 14 on the Wii. The narrative focuses around the invasion of two rival alien races, and the friendship that forms between a progressive pest control expert, Diana Goodkin, and one of the alien visitors, a softball-sized worker drone named Beebe. The two travel around the world attempting to help one alien race from being consumed into the rigid society of the other.
The narrative proposal consists of the major plot summary, a level breakdown of key events, detailed character profiles, sample cut-scene dialogue, and excerpts from a game narrative blueprint outlining how design and narrative are interwoven.
Download:
41 pages.







