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 a passion for narrative, UI/UX, and world design who believes that it's 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.
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.





