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An underwater exploration game in which the player pilots a remotely controlled drone.

PC

Spring 2022

My work as level and encounter designer for Project Nautilus presented me with many new challenges. This project marked the first time I joined a project that was already partially through development.

My role on the team was an extremely diverse one. As the encounter designer, I worked with many different disciplines. These included level and systems designers, artists, AI programmers, and the narrative team.

As a team, one of our goals was to create creatures that react to environmental stimuli brought about by the player.

At the start of the project, the world designer, art director and I sat down to flesh out world space and creature design, while I brainstormed what scenarios these could lead to. The world designer drew the basic flow of the map, while I populated it with possible interactions.

I worked with AI programmers and systems designers to make the planned interactions into reality. After weeks of iterating together, we had created interactions that met our goal of manipulating creatures using environmental stimuli.

I was also a member of the narrative team. My knowledge of the game's world design and narrative flow helped develop dialogue. Once the writers had created the necessary lines, I implemented the triggers that would play these lines in the engine.

I also collaborated on the game's email system, working closely with the product owner to create a cryptic storytelling device.

Project Nautilus was published on May 6, 2022. I take great pride in the project.

Team members:

Daniel Waleik: Level & Encounter Designer

Nicholas Adams: Product Owner, Level Designer

Wesley Elmer: Design Lead, UI Designer

Sean Uzar: Systems Designer, QA Lead

Donovan Garcia-Buckler: Producer

Alex Barnett: Producer, Marketing Lead

Crystal Wong: Art Director, VFX Artist

Matthew Conrad: Environment Artist

Amber Williamson: Environment & Texture Artist

Blade Osborn: Animator, Rigging Artist

Emma Shea: Animator, Rigging Artist

Nicholas Perell: Technical Director, Narrative Director

Brandon Boras: Gameplay Programming

Egor Fesenko: UI, Systems, & Optimization Programmer

Brandon L'Abbe: Tools & Pipeline Programming

Spencer Bohl: Gameplay AI

Austin Burkett: Technical Sound Designer

Alyssa Fabian: Sound Designer

Eric Harvey: Lead Narrative Writer

Aaron Pastor: Narrative Designer & Writer

Joshua Berkowsky: Narrative Writer

Hannah Pauquette: Copy Editor

Brandon Skylar: Voice Actor

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