Project 8

Commercial Blueprints Content Narrative

Game Designer - 11 bit studios - 2022

Examination mode

Together with a small strike team, I designed and implemented a feature called Examination Mode. It allowed players to examine the surrounding flora and other natural objects in search of their edible, poisonous, or otherwise useful properties using the character's senses.

The main challenge was designing a system that encouraged curiosity and experimentation while relying on senses that players could not physically experience through a screen. To communicate subtle differences between plants and objects, we relied on a combination of gamepad haptic feedback, camera movement, sounds, animations, and VFX.

Gameplay Systems & Implementation

After the project moved to Unreal Engine, my role shifted towards gameplay design and implementation. I was responsible for designing and prototyping a variety of smaller gameplay systems using Blueprints, and then configuring them on the map.

My work included gatherable objects and chests, inventory system, interactive world objects, quest-related interactions and triggers, and gameplay elements supporting story progression.

I particularly enjoyed designing environmental puzzles and interactive obstacles that combined observation, exploration, and logical thinking with light dexterity challenges.

Narrative & Cinematics

As the project gradually evolved from a systemic survival game into a more adventure/cinematic experience, I expanded my work into narrative implementation.

Using Unreal's Sequencer together with Blueprint scripting, I created prototype cutscenes and interactive story sequences, working closely with writers, narrative designers, and creative directors to quickly test ideas before final implementation.