Ghareeb
Ghareeb is an interactive fiction narrative game set in a prison cell. It is loosely based on the Abu Gharib prison in Iraq. I was responsible for:
Game writing
Research
Programming (using Inform 7)
Playtesting and iterating
While tricky, Inform 7 became a useful tool in my toolbox for prototyping and iterating narrative choices in games
An example of gameplay. Make sure Baba doesn’t get too angry!
You can play Ghareeb here
PacifyHer
A comedy horror game
PacifyHer is a first person comedic horror exploration game. I worked in a team of 5 other designers, and was responsible for:
Production (Backlog upkeep)
Level Design (Scene modeling, prototyping)
Game Design (puzzle making)
Sound Design (sound effects, voice acting)
Narrative Writing (script writing, environmental storytelling)
You can play PacifyHer here
A Good Night
A Good Night is a walking simulator developed by myself and one other artist. It tells the story of a child struggling to fall asleep, and a father that guides them through their dreams. As part of this project, I was responsible for:
Level and character design
Script writing
Voice acting
Music/sound design
An early screenshot of when the player begins to “dream”. The entire game is fully voice acted and features this companion following you around and guiding you through the space
One of the challenges that came with developing A Good Night was the visual art. My partner and I were discouraged from creating our own models, as this would take too much development time. Instead, we relied on a free library of resources to help with the art direction.
The cartoon shader really helped to create an atmosphere we were looking for
We put in quite a few jokes. I hear they get 100% funnier when you become a dad!
If you would like to play A Good Night, you can find a download link to play here.
RUBBLE
RUBBLE is a tragic tale about a person trapped underground.
Made with Unity.
RUBBLE is a visual novel telling the story of a young person trapped under debris. It’s based on the strife of survivors during the Syrian Civil War.
This was a solo project, and I responsible for:
Scripting gameplay sequences (dialogue choices, alternate paths, items, conditions)
Story writing and dialogue
Camera movements, transitions, and fading
Artwork, including dialogue box, background, and sprites
Music
Due to the setting being mostly underground, I had to find unique ways to keep players engaged with limited visuals. This included the use of screen shakes, timed dialogue, alternate endings, and an inventory system.
Every decision the player character makes has an impact on the potential ending. Dialogue boxes branch out and converge at multiple points
The white helmets depicted is a reward for the player reaching the “true” ending.
Depending on the scenario, failing to pick a decision could lead the player to an undesired ending. Music and screen shakes are used to invoke urgency
If you would like to play RUBBLE, I have left a link here.