I spearheaded the development of core quest activity and narrative channels across systems design, tooling design, and content design.
I directed, managed, and crafted the development of in-engine cinematics in UnGodly, delivering experiences that are the studio's peak benchmark for in-game narrative content.
My contribution for each of the cinematics shown, and many others:
Note: The game is intended for mobile devices and supports limited facial animation.
Note: Contact me for password.