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Whispered Secrets 6: Song of Sorrow

//Whispered Secrets 6: Song of Sorrow

Project Description

Detective takes a ship cruise but a mystical storm appears and the ship crashes. Detective finds herself on an island and something feels weird about it. It happens that some sort of ancient evil woke up, started the storm and terrorizes the island dwellers. What’s happening, what is that evil after and what can be done to make everything peaceful again? This island has lots of secrets buried in the past. Player takes the role of Detective, who investigates the storm and the strange possession that got almost every living soul on the island. It happens that there is an old temple somewhere on the island and there is a beast trapped inside. It slept for 2 ages, but something made it awake. It seems that the girl Detective meets and the Amulet are the key to things happening on the island. Through the gameplay player will unravel the mysteries of the island, find out about the Siren and the Hero, who trapped her and will have to defeat the ancient beast once and for all.
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Whispered secrets 6: Song of Sorrow

Genre
Hidden object point-and-click adventure game

​Roles: 

Lead Game Designer  Producer

Responsibilities:

Narrative DesignGeneral Game DesignLeading and Management

♦  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.

♦  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 : 01.2016 - 11.2016
  • Company : GrandMa studio
  • Publisher : BigFish Games
  • Team Size : ~45
  • Duration : 8 hours
Leandra

"Who are you? Ah... There's no time to explain. I'm Leandra. Come with me if you want to live".

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