My Achievements[spacer]
Started from an outline, with writer and lead, to craft story beats and mission structure in concert[spacer]
Advocated for collective goals in trial of new production paradigms during Episode 4 planning[spacer]
Created pitches, gathered reference, and worked with art team on eye-catching new environments[spacer]
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Playthrough of Episode 4
[spacer]We now return to Will Mackenzie’s perspective, picking up his story a few days after the events of Episode 2, Luminance Fugue.
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My tasks
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Established the backbone
I built the initial scripting structure of this episode from opening scene to end credits
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Standardize Mission Jumps and Save Jumps
Scripted and documented tools for rapid iteration, as used by designers and animators on Episode 4
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Develop mission content from concept onward
Also supported two other designers with feedback and technical solutions for their deliverables
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Deliver on vision for a thrilling setpiece finale
Will escapes a burning prison, evades convicts in its yard, and faces danger to save a friend[spacer][spacer]
Note: The main portion of my work started early in January 2020 and continued alongside other releases, until my exit from Hinterland in January 2021.
Advocated for collective goals in trial of new production paradigms during Episode 4 planning[spacer]
Created pitches, gathered reference, and worked with art team on eye-catching new environments[spacer]
[spacer]
[divider top=”no” size=”6″]
Playthrough of Episode 4
[spacer]We now return to Will Mackenzie’s perspective, picking up his story a few days after the events of Episode 2, Luminance Fugue.
[spacer]
[spacer]
My tasks
[spacer]
Established the backbone
I built the initial scripting structure of this episode from opening scene to end credits
[spacer]
Standardize Mission Jumps and Save Jumps
Scripted and documented tools for rapid iteration, as used by designers and animators on Episode 4
[spacer]
Develop mission content from concept onward
Also supported two other designers with feedback and technical solutions for their deliverables
[spacer]
Deliver on vision for a thrilling setpiece finale
Will escapes a burning prison, evades convicts in its yard, and faces danger to save a friend[spacer][spacer]
Note: The main portion of my work started early in January 2020 and continued alongside other releases, until my exit from Hinterland in January 2021.
Playthrough of Episode 4
[spacer]We now return to Will Mackenzie’s perspective, picking up his story a few days after the events of Episode 2, Luminance Fugue.
[spacer]
[spacer]
My tasks
[spacer] Established the backbone
I built the initial scripting structure of this episode from opening scene to end credits
[spacer]
Standardize Mission Jumps and Save Jumps
Scripted and documented tools for rapid iteration, as used by designers and animators on Episode 4
[spacer]
Develop mission content from concept onward
Also supported two other designers with feedback and technical solutions for their deliverables
[spacer]
Deliver on vision for a thrilling setpiece finale
Will escapes a burning prison, evades convicts in its yard, and faces danger to save a friend[spacer][spacer]
Note: The main portion of my work started early in January 2020 and continued alongside other releases, until my exit from Hinterland in January 2021.
[spacer]
Standardize Mission Jumps and Save Jumps
Scripted and documented tools for rapid iteration, as used by designers and animators on Episode 4
[spacer]
Develop mission content from concept onward
Also supported two other designers with feedback and technical solutions for their deliverables
[spacer]
Deliver on vision for a thrilling setpiece finale
Will escapes a burning prison, evades convicts in its yard, and faces danger to save a friend[spacer][spacer]
Note: The main portion of my work started early in January 2020 and continued alongside other releases, until my exit from Hinterland in January 2021.
[spacer]
Develop mission content from concept onward
Also supported two other designers with feedback and technical solutions for their deliverables
[spacer]
Deliver on vision for a thrilling setpiece finale
Will escapes a burning prison, evades convicts in its yard, and faces danger to save a friend[spacer][spacer]
Note: The main portion of my work started early in January 2020 and continued alongside other releases, until my exit from Hinterland in January 2021.
[spacer]