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Whispered Secrets 5: Everburning candle

//Whispered Secrets 5: Everburning candle

Project Description

Victorian England, around 1903. A fire at the local asylum takes on a supernatural life of its own. Player's character is and experienced detective who witnesses sudden fire break-out and rushes to the asylum to figure out what's happened. PC is called in to investigate and find dark and shady dealings behind the scenes, with the lives of several patients at stake. Who are these so-called 'outcasts,' and why are they really here, in the burning asylum? Douse the flames on this mystery as you explore hidden-object puzzles and solve mini-games! Locations: 38 total (26 in main game, 10 in bonus chapter, 2 in extras).
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Whispered secrets: Everburning candle

Genre
Hidden object point-and-click adventure game

​Roles: 

Lead Game Designer  Narrative Designer  Producer

Responsibilities:

♦ Created the game story from the first concept to the final details, features and hooks.

♦ Wrote the whole scenario, including the main plot, global quests, side quests, characters, their nature, motivations and relation to the PC, dramatic moments and cinematic descriptions.

♦ Made the full GDD with all quest chains, objects, puzzles, mini-games, locations descriptions, dialogues, narrative information, sound specifics, game atmosphere.

♦ Leaded the group of game designers with their own projects, controlled the work of three teams on all stages of development.

♦ Gave the master-classes about game design, narrative storytelling, flow states provided by the games.

♦ Created game mechanics templates for game designers, wrote tutorial articles about game design and narrative design for developers.

♦ Negotiated with producers from USA via e-mail, skype, organized meetings in Kiev.

♦ Created tasks for artists, animators, programmers, composers, QA team.

♦ Controlled all the production cycle, made play test of the game during all the development stages.

Detailed information:

Narrative DesignGeneral Game DesignLeading and Management
Research

♦ Made a wide research of the chosen period for Victorian England, setting elements, theme and historical specifics. Researched the asylums theme, both historical and creative, prepared list of references from literature, movies and games for the team.

♦ Created representative mood- and reference boards on Pinterest to help the team with general understanding.

♦ Assisted Art Director with creating palette and style board for Art Guide.

♦ Conducted research into motivation and engagement mechanics fitting our target audience.

Text and narrative elements

♦ Wrote the whole scenario, including the main plot, global quests, side quests, characters, their nature, motivations and relation to the PC, dramatic moments and cinematic descriptions.

♦ Wrote all in-game texts including player character’s sentences (in response to any interaction), dialogues, item descriptions, puzzle games instructions, songs, player character’s notebook, quests, tasks and objectives.

♦ Made huge work in building narrative connections between all game elements, so that all interactions, puzzles and hooks appear in the perfect moment, empower the story and lead player from one objective to another in a natural way.

Characters

♦ Created the narrative concept for 1 Player character and 6 NPCs with their background, behavior patterns, motivation and visual references.

♦ Visualized “relations map” for the characters.

♦ Created tasks for concept artists, character artists and animators to bring the characters to life.

♦ Created tasks for voice overs for outsource company, had chosen voice actors from provided candidates, made feedbacks on results.

♦ Was casting the actors for photoshoot to provide artists with appropriate material for matte painters.

♦ Wrote detailed posing map for each character and actor through the whole game in advance.

♦ Performed several photo shoots on my own (as photographer and designer) to get correct poses, foreshortening, compositions and close-ups for the artists.

♦ Prepared basic storyboard for all in-game cinematics and animations, performed stage direction for artists and animators to get correct frames and solid cinematics.

Designed core innovative game mechanics and described the ways how to visualize and implement them in a clear and pragmatic way.

Designed 6 first demo  fullscreen locations with 4-5 interactive zoom-zones in each, created basic schematic wireframes for them.

Created the GDD template for the Game Designer

Designed first “golden hour” gameplay with all quests, objectives, puzzles, mini-games

Concepted game UI

Made periodical gameplay test sessions

Organized feedback sessions and team brainstorming sessions weekly

Created the story concept, made presentation and pitched it to the stakeholders and publishers

Negotiated with producers from USA via e-mail, skype

Created tasks for artists, animators, programmers, composers, QA team, controlled all the production cycle, made play test of the game during all the development stages.

Consulted Game Designer of the project on mechanics, balance, narrative and mechanics decisions.

Reviewed the documentation on all stages and gave feedbacks and tasks to the Game Designer.

Work examples

Please contact me if you wish to see more examples of my work, including GDDs and Game Writing.

This game can be purchased on:

   

Platform
iPhone, iPad, Android, Mac & PC
  • Period : 08.2015 - 04.2016
  • Company : GrandMa studio
  • Publisher : BigFish Games
  • Team Size : ~45
  • Duration : 8 hours
Fiona O'Reilly

"What have you done? You don't understand what we went through".

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