
Sunderfolk


Sunderfolk + DLC (2023 - 2026)
Summarized Responsibilities:
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Owned the full design of a playable Hero, defining their archetype and ability kit from early concept through implementation and iteration, ensuring they aligned with Sunderfolk’s core gameplay pillars.
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Designed 4 bosses and 3 enemies, implementing unique skills and abilities to drive dynamic gameplay.
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Owned 10+ end-to-end encounters, each with distinct narratives, gameplay mechanics, and enemy compositions to drive team coordination and cooperative play.
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Wrote, tracked, and implemented 75% of narrative content, including NPC conversation, tutorials, and ad-libs.
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Partnered in the creative direction of 30 cinematics, working with Animation, Writing, and 3D/VFX teams to deliver cutscenes within strict budget and schedule constraints.
JUMP TO...

CHARACTER DESIGN

MISSION & ENCOUNTER DESIGN
Align on level requirements and conduct research to gather reference materials.

Tavern Trouble (Tutorial)
Learn about the game's basic controls, lovely characters, and your role in the Sunderland.

Sacred Thrown (Boss Battle)
Reclaim the Sacred Bug's throne from the first multi-hex Boss in the game!

Rubble Maze (Puzzle & Battle)
Face the toughest Wurm in a dynamic maze that forces new tactics every moment!

Brightstone Cleanup (Exploration)
Take down the Brightstone lamp and fight against the strongest Monsters in the game!
AND MORE!
Example: Visitor from Afar (Defense & Extraction)
Kick off the new DLC mini-campaign with its first mission, featuring the debut of a new Ally and a fearsome new Monster!
Defend against the horde of incoming monster, and extract the injured ally.

With the Sandstone wall in place, Monsters are forced to travel around it, exhausting their movement.
Leverage the Mummy’s ability to turn into a Sandstone obstacle, forming a wall that protects your team from the advancing horde.

Ideation
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Design Goal:
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Set up the premise of the narrative to the DLC campaign.
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Introduce the design of the new Ally and Monster.
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Offer a new experience or gameplay strategy uncommon to the main game.
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Define the map shape of the encounter.
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Interesting quest and objective.
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Create the enemy line up and each starting position.
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Craft the narrative that support and enrich the encounter.
Paper Playtest and Implementation
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Conduct two small playtests using paper prototypes on Miro to assess how the encounter functions.
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Gather feedback and refine all elements, from the Ally and Monster to objectives and starting positions.
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Build the first in-engine version of the design and produce a playable prototype for full team playtests.

Iteration and Debugging
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Debug code, support animation/VFX hookups, and write narrative and necessary tutorials.
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Continue to gather feedback and iterate as more team-wide playtests are conducted.



CINEMATICS AND CUTSCENE

Low Budget
100% gameplay assets
Medium Budget
50% gameplay assets
50% custom animation
High Budget
100% custom animation



Storyboard Samples
After identifying the narrative beats to each cinematic cutscenes, I would go into the game space to scout possible locations and draw storyboards with notes and iterations before executing the development of the cinematic.
Ideation
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Analyze the narrative and gameplay elements of the encounter to identify key story beats.
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Emphasize the stakes and give players a glimpse of the challenges ahead.

Research and Storyboard
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Identify the available assets and develop a narrative pitch that covers all key story beats.
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Ensure the storyboard is designed to provide a smooth and natural transition from cutscene to gameplay.

Prototype
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Develop an initial draft or prototype from the storyboard.
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Work hand-in-hand with animation, 3D, VFX, and writing teams to continuously refine and iterate during production.
Result
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A low budget cinematic using 100% gameplay assets.
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Low-cost implementation.
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Effectively communicate the narrative.











