Sleepy Sheep
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
Sleepy Sheep
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
Sleepy Sheep
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
Sleepy Sheep
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
Game, Narrative, and UI Design
MNEMONIC
RESPONSIBILITIES:​
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Created "narrative bible" outlining art, programming, and
game design asks, world lore, and in-universe terminology -
Designed in-game dialogue and cinematics
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Sourced, recorded, and edited music, SFX and character V.O.
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Worked with Game Design Team to implement dialogue systems and triggers, and create cinematic gameplay scenarios
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Created playtest case studies to evaluate difficulty, atmosphere, and flow
MNEMONIC is a first person rogue-lite game featuring fast parkour gameplay. Play as a Mind Diver, tasked with reaching into the minds of clients to obtain valuable information. Navigate through perilous terrain and confront powerful guardians using a variety of combat options and agile movement mechanics.
DEVELOPMENT DIARY

When writing dialogue for MNEMONIC, it was important to account for all possible player actions. I wanted to reward the player for engaging with each different mechanic.


MNEMONIC is all about speed and movement. I played through our demo several times to make sure the length and placement of voice over lines flowed with movement, rather than making the player feel forced to stop and listen.

Another major part of writing for MNEMONIC was creating believable lore and in-universe terms that justified game mechanics.
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Why are there enemies in the human mind for the player to fight? In reality, it's because we wanted combat in the game. In-universe, it's because much like the body deploying white blood cells, the mind wishes to protect itself from you, a foreign contaminant.




We are currently outlining MNEMONIC's overall narrative arc, so that it can best grow and adapt to serve new mechanics and ideas for gameplay.