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.
Jayme Kalpin is a Game Designer with 3+ years of experience specializing in World and Narrative. She is passionate about the small touches that make virtual spaces feel like real living places. Her favourite genres are roguelikes, RPGs, and anything just a little bit weird.
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What am I playing right now?
MNEMONIC
ROLE: Narrative Lead
ENGINE: Unreal 4
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​Created Narrative Bible outlining chapter overviews, character profiles, world lore, and in-universe terminology.
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Managed ticketing for narrative tasks.
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Sourced, recorded, and edited music, SFX and character V.O.
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Worked with design team to implement dialogue systems, triggers, and cinematics.
MNEMONIC is a first person roguelite with fast-paced parkour gameplay. Play as a Mind Diver, a detective tasked with reaching into the minds of clients to obtain valuable information. Navigate perilous terrain and confront powerful Guardians using a variety of agile movement and combat mechanics.

When planning dialogue, it was important to account for all possible player actions. I wanted to reward players who deeply engaged with the demo by adding new content on repeat playthroughs.


MNEMONIC prioritizes speed and movement. I played through stages many times to make sure the length and placement of V.O. flowed naturally with gameplay. The player should never feel forced to stop and listen.

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