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NDA – Omniplay Games (Game/Narrative Designer)

About the project:

This game is currently still in development at Omniplay Games, where I served as the sole full-time designer for over four months. My responsibilities included developing mechanics in Unreal Engine using Blueprints, narrative design, and level design, as detailed below. I’m excited to be credited in the final release of the game

Responsibilities:​

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  • Quest System Design
    Developed and implemented a foundational quest system, creating structured player objectives and interactions.

  • Advanced Quest System
    Designed and began coding a more complex quest system featuring side quests and repeatable activities, adding depth to gameplay by offering players ongoing ways to collect resources and interact with the game world.

  • Staff Training
    Trained multiple team members on using the quest systems in both Unreal Engine and the editor, ensuring seamless adoption and allowing all staff to easily interact with the systems.

  • Dialogue and Story Development
    Collaborated on the creation and integration of dialogue and backstory for the main character, working closely with the narrative team to ensure a cohesive story arc.

  • Conceptualisation and Implementation
    Worked alongside a narrative designer and a lead studio member to conceptualise and implement story and gameplay ideas, driving creative contributions to the project’s narrative direction.

  • Level Design
    Designed key level areas, focusing on player navigation and quest-based objectives. Implemented systems to guide players through the game, utilising signposting to enhance player experience.

  • Presentations and Engagement
    Presented the project to visiting studios, showcasing key design elements and engaging with senior staff to discuss progress and design decisions.

  • Game Design Documentation
    Expanded and enriched the game’s design documentation, creating an in-depth resource that detailed all design stages, enhancing clarity and direction for the entire development team.

 

What I Learned:​

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  • Adaptability: At Omniplay, my first studio role, I had the opportunity to wear many hats. Working in a start-up required flexibility, and I was able to apply my skills in game mechanics using Blueprints while taking on various other duties across the development process.

  • Hands-On Experience with Blueprint Scripting: I significantly improved my skills in Unreal Engine’s Blueprint system, developing mechanics that contributed to the project’s core gameplay. This hands-on experience allowed me to understand the practical application of mechanics in a live development environment.

  • Collaboration Across Roles: As a start-up, Omniplay required close collaboration across departments. I worked directly with designers, artists, and developers, enhancing my communication and teamwork skills while contributing to a variety of design elements.

  • Time Management and Multitasking: Balancing multiple duties—from mechanics design to other responsibilities listed in my CV—taught me the importance of time management and prioritisation in meeting project deadlines in a fast-paced studio environment.

 

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  • itchio
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