What the Sea Wants: The Character Generator
Your pirate ship in What the Sea Wants is populated with both scripted and randomly-generated characters. The latter provide replayability value, but it’s important that they mesh well with the […]
Your pirate ship in What the Sea Wants is populated with both scripted and randomly-generated characters. The latter provide replayability value, but it’s important that they mesh well with the […]
This is a demo of the reputation system used in my pirate survival-horror game What the Sea Wants. Back to the portfolio One-dimensional reputation systems remain the most common way […]
I first presented What the Sea Wants as a brief prototype to Indie Game Academy Cohort 3. It was the top choice by popular vote, but I withdrew it in […]
In this gardening sim, your days caring for your tree are punctuated by a bird who carries letters from your father. These letters carry the emotional tone of the game, […]
This is a brief outline of The Shattered World, the setting of the dark sim game Nightwell Inn. Back to the portfolio The Premise In Nightwell Inn, the player […]
In this game, you are trapped within your own mind, exploring familiar memories accompanied by the omnipresent voice of an abuser. This script shows the narration that appears when you […]
Back to the portfolio When building our space comedy game Keep It Together, we wanted to ensure that it had replayability, despite being narrative-based. Therefore, we organized it around a […]
Everyone on the pirate ship North Wind has a secret. How do they present themselves to others? And who are they really? Jump to: Rodrigo Siobhan Constanza Ibrahim Back to […]
In this scene, a young deck hand has been wounded. You can either have a serious conversation about the dangers of a life of piracy or a silly conversation where […]
In this scene, one of the kids has stolen something, but who it is and what they stole depends on your previous choices. This excerpt uses procedural storytelling to efficiently […]