SUPERMASSIVE GAMES

Cineamtic Designer
2019-2021
The Quarry

Cinematic Designer at Supermassive Games was my first role in the games’ industry. I joined  in 2019, straight out of university, and was assigned to work on the Quarry for the whole duration of my employment.

I was working in Unreal Engine 4 using Visual Scripting, with a lot of in-house tools. My responsibilites invovled:

  • Designing and implementing game logic through visual scripting systems and in-house tools.
  • Blocking out gameplay as white-box levels.
  • Creating compelling gameplay spaces and locations to investigate, explore and survive in.
  • Aiding the development of compelling gameplay systems that scale and evolve in complexity and challenge over the course of the game.
  • Iterating in collaboration with programmers and artists to push gameplay beats from white-box to final quality.
  • Creating cinematic sequences to a high standard with a mind for storytelling and pacing.
  • Integrating animation data, instantiate cameras, and other game elements and interactions.
  • Creating the moment-to-moment flow and logic for branching narratives.