top of page
01colour+big.jpg
02colour+big.jpg
03colour+big.jpg
05+2+2+2colour+big.jpg
05+1colour+big.jpg
05+2+1colour2+big.jpg
05+2+2+1colour2+big.jpg

Clockwork Damage

Title: Game Designer

Role: Game Designer/Lead Level Designer/Narrative Designer

Company: Hail Studios

Platform: Mobile

Engine: UDK

I was the game designer and lead level designer for phase 1 of clockwork damage. It began it's life as a narrative driven top down shooter with rpg elements. You played a steampunk cyborg who lost his memories and you would regain them slowly over time as the story progressed. Along with the overall story I wrote a companion comic book that told the story and we had plans for different panels to appear depending on decisions you made in the game.

05+2+2+2colour+big.jpg

I was really proud of what we designed to communicate our narrative. We had a great illustrator on the team so I wanted to try something unique by telling the story in graphic novel form, then at certain points giving the player a choice in the direction of the narrative. Depending on their decisions, they would see different panel. At the end of the game, people could then view their completed "book" and even export it out so they can print it out and have it forever. 

bottom of page