Gameplay video (WIP)
George - Beat ‘em up
Though overweight and over the hill, bombastic family dad George portrays himself as an all mighty hero in his story.
Alan - Dating Sim
Awkward teenager Alan sees himself as a charismatic romantic, telling the story as a dating sim.
Zoey - Point and Click
Hyperactive 8 year old Zoey sees herself as a genius detective and tells the story as a point and click adventure.
Link to Steam page
“Disaster! When the Turner family’s inn burns down, they must recount the events that took place leading up to its fiery end!
That's Not How It Happened features the same story from different points of view through different game genres. Brawl against a horde of bad guys as patriarch George, experience intrigue through a romance simulator as lovestruck son, Alan, and solve a hidden puzzle mystery as daughter Zoey Turner to try to figure out how it DID happen!”
Game Details
Genre: Narrative, Beat ‘em up, Dating sim, Point and Click
Platform: PC and Mac
Game Engine: Unity
My contributions
Directed a team of over 30 across multiple disciplines while communicating clear and consistent vision.
Wrote 25 page script, consisting of 3 overlapping narratives which humorously contradict.
Designed and prototyped core gameplay mechanics and scenarios.
Maintained design documents and project macro to help communicate to the team which assets need to be created, and features built.
Ran weekly stand up meeting to ensure progress is on track, and to help solve blockers.
I successfully pitched this game for USC’s capstone Advanced Games Project class, laying out the vision and production plan for this large scale student project. I periodically met with representatives from Rockstar Games for feedback and critique sessions, which helped me hone my vision. This game was the first USC project to collaborate with VO studio Blindlight to produce the game’s VO. That’s Not How it Happened is available for free on Steam.
Link to Design Doc:
Experience Goals
Pillars
Mechanics
Story
Project Macro
Outlines every segment of the game including mechanics, design goals, assets, and priorities.