2021-2024
Serenity Forge
Where Narrative and System Design Collides
At Serenity Forge, I worked closely with the Producer and Creative Director to develop a innovative narrative system that would algorithmically maximize player engagement. In practice, this meant developing a robust database of measureable player stats, analyzing how different clouds of data corresponded with particular user personas, and authoring content to cater to different player types. (This title is still unannounced.)
(If you would like to see an NDA--safe version of this work, please click here!)
I'm sure this sounds like a slurry of of buzzwords so let's break it down with an example (while respecting my NDA!):
Imagine we have a player named Artemis who, after a few scenes of creeping dread, returns to her character's hotel room to find... a body! Artemis is invested in the story and quickly begins navigating her character around the room and interacting with every interactable. Artemis reads all the documents she finds, carefully considers what it means, and realizes it points to a secret safe in the corner. Since Artemis has read everything, she is able to input the code with no help from the game and finds a secret clue that leads her to the next scene -- a dramatic confrontation with the criminal! Artemis' character debates with the criminal about the philosophy of crime.
Imagine now that we have a second character named Phil. Phil is just here to have a good time and has spent the last few scenes playing all the mini-games and trying to jump on tables. As Phil walks into the hotel room, they find the body! But their character audibly explains who it is and why it's significant -- Phil has not been paying attention. Phil walks into the body and finds it has physics and then kicks it around the room a little. Because of how many tables Phil has jumped on, the game allows Phil to jump out of the open hotel window to the street below. There, they catch a glimpse of the criminal. Then, the game cuts to the next scene -- a confrontation with the criminal! But in Phil's confrontation, it's a gameplay sequence where Phil has to use the game's platforming to run down the criminal. Phil's character punches the criminal before they can talk, because Phil would think this is funny.
As you can see, these are very different players. How can we tell what each of these players' like? Consider the following measurable questions:
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Time: How long has the player been playing the game? How long did the player spend in a screen with a document? How long did the player spend on top of tables?
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Frequency: How frequently did the player press the jump button? Or the sprint button?
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Reading Preference: Did actually scroll to the bottom of each document? Or did they open them to get rid of the notification, and then close them? Did they spend long enough looking at a document to actually read it? Do they act on the information found in documents without additional support?
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Story Investment: Does the player spam the "next dialogue button" during cutscenes? Do they turn around at the beginning of each level and go backwards? Does the player control their character to act realistically for the situation? Does the player play the game like they're trying to win or like they're roleplaying a story? (There's nothing wrong with either answer -- but those different players want different things out of their game!)
These are just some of the statistics that would set Phil and Artemis apart -- not to mention every other player.
This sort of system isn't designed to make the game an entirely different game for each player, however -- it's something more akin to fine--tuning it to appeal to all members of a general demographic's playstyles. Both Phil and Artemis bought this murder--mystery game, after all!
Now, you may ask: How do you write content for such a game? The method we used was to make a golden path through the level first and then plug-in alternative pieces of content around it. Whether this content would appear or not was determined by probability according to broad statistics (such as "Reading Preference" or "Story Investment"). And these categorical statistics were measured by the relative weightings of many smaller statistics (as you can see demonstrated in the list above.) We implemented this numerical changes with Logic Driver flow charts in Unreal Engine 5.
While the success of this system is that it was fully fleshed out and accounted for, its biggest downside was the amount of content it required to be as flexible as we wanted. But while working on it, I developed highly organized systems in Notion to write, tag, and organize all these pieces of content and statistics -- as well as a better understanding of how to pitch, design, and catalogue modular content for the other designers, programmers, and artists on the team. Since this was by far my longest assignment yet, I really had the opportunity to dig into this design system and its implementation -- both in our game and in other games like it.
![ss_47b257f4fe39f7b2e976e11547a6b34489720350.600x338.jpg](https://static.wixstatic.com/media/d7d9cb_d3f1ee7f72e747cc871d9066f427f6f2~mv2.jpg/v1/crop/x_56,y_0,w_488,h_337,q_80,enc_avif,quality_auto/d7d9cb_d3f1ee7f72e747cc871d9066f427f6f2~mv2.jpg)
Homestead Arcana
My first project at Serenity Forge was Homestead Arcana -- a witchy gardening sim about pushing back a miasma. I worked closely with design and engineering teams to ensure game quality through daily testing, analyzing common trends in the data, and identifying areas for improvement.
Initially, I wasn't going to be working on the Homestead Arcana team. As such, they had no onboarding materials ready for me -- but the end of the first day, I had played through as much of the daily build, recorded my moment to moment thoughts, and made a master list of all the game mechanics that needed tutorialization -- a process made all the easier by my newness to the project. My successes with onboarding onto Homestead Arcana was a direct result from my time with Wizards of the Coast.
My biggest achievements with the game were aforementioned tutorial -- which I proposed, drafted, and implemented in Unity -- alongside my iteration on the UI/UX for controller support (during which time I advocated for and assisted with implementation of Microsoft's official accessibility guidelines) and the referendum I organized to redesign the then-unintuitive plant-interaction system.
The plant-interaction system had a statistic called "Happiness" which the design team had been struggling to cement. Basically, certain plants had to be pet and magic sunlight had to shine on them. But nothing in the game explained said mechanics very clearly. I gathered the design team, pitched alternative controls and visuals, and then tested the various.
LISA: Definitive Edition
The release of Lisa: Definitive Edition (a re-release of the 2014 cult classic, Lisa: The Painful, bundled with Lisa: The Joyful) was chaotic on account of unexpected delays and layoffs. As such, they called on me to do QA on the entire game in the eleventh hour. I100% speedrun both RPGs in the week before to ensure functionality on both our Playstation 5 testkit and on Xbox One -- and I got in early and stayed late throughout the condensed timeline to find, record, and document how to replicate any game-breaking bugs.
One of the most difficult tasks was ensuring compliance with Sony's Playstation Store policies. Some of the edge-case items had been renamed in such a way that it was random chance to acquire them -- resulting in several hours dedicated to trying to acquire them through legitimate means in-game. However, despite how frustrating it was at the time, it was extremely satisfying to ensure the unique and quirky story of Lisa can be told to a 2024-audience in a way that complies with Sony's policies.
I also had the privilege of meeting with the client and contributed to relationship--building events. It prepared me to build professional partnerships -- both from the client's perspective and the publisher's.
![Lisa Definitive Edition.jpg](https://static.wixstatic.com/media/d7d9cb_43478c62db484af29a2c26a10d52e967~mv2.jpg/v1/crop/x_0,y_0,w_480,h_270,q_80,enc_avif,quality_auto/d7d9cb_43478c62db484af29a2c26a10d52e967~mv2.jpg)