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Sunderfolk

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Sunderfolk + DLC (2023 - 2026)

Summarized Responsibilities:

  • 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.

  • Designed 4 bosses and 3 enemies, implementing unique skills and abilities to drive dynamic gameplay.

  • Owned 10+ end-to-end encounters, each with distinct narratives, gameplay mechanics, and enemy compositions to drive team coordination and cooperative play. 

  • Wrote, tracked, and implemented 75% of narrative content, including NPC conversation, tutorials, and ad-libs.

  • 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

VANGUARD

Hero

Born for battle, the Vanguard pushes deep into enemy lines where their abilities burn brightest. Small yet mighty, they stand as a fierce contender to the Berserker.

For each Grit, the Vanguard takes 1 less damage when attacked and deals 2 damage to the attacker, reinforcing their role as both a frontliner and a DPS.

As the first spell available to the player, Into the Fray teaches the Vanguard’s unique keyword and the Grit mechanic.

Bladefall is an early spell that reinforces the Vanguard’s frontliner role by granting a damage bonus when positioned next to multiple monsters.

Ideation

  • Understand the intended product goal for the new playable hero.

  • Brainstorm the hero’s core mechanic and fantasy.

Passive Ability

  • Based on the core mechanic, ideate and present multiple options for the Vanguard's passive ability.

  • Collaborate with the lead designer and game director to refine designs until final design is selected.

Spell Cards

Design cards that synergize with the passive ability. Cards include:

  • Starting cards that teach the hero's passive ability and core mechanic during tutorial.

  • Cards that offer unique strategies aligned with the hero's fantasy and product goal.

  • Ultimate card that addresses a key problem space (team collaboration and Vanguard identity).

Implementation, Playtest, and Iteration

  • Implement the first pass of the design in-engine and create a playable prototype.

  • Conduct multiple playtests, gather feedback, and iterate on the Vanguard's passive and spell cards.

  • Debug code, support animation/VFX hookups, and write description while ensuring all implementation is bug-free.

WURM

Monster

CHAMPION

Boss

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MISSION & ENCOUNTER DESIGN

Align on level requirements and conduct research to gather reference materials.

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Tavern Trouble (Tutorial)

Learn about the game's basic controls, lovely characters, and your role in the Sunderland.

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Sacred Thrown (Boss Battle)

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

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Rubble Maze (Puzzle & Battle)

Face the toughest Wurm in a dynamic maze that forces new tactics every moment!

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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.

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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

  • Design Goal:

    • Set up the premise of the narrative to the DLC campaign.​

    • Introduce the design of the new Ally and Monster.

    • Offer a new experience or gameplay strategy uncommon to the main game.

  • Define the map shape of the encounter.

  • Interesting quest and objective.

  • Create the enemy line up and each starting position.

  • Craft the narrative that support and enrich the encounter.

Paper Playtest and Implementation

  • Conduct two small playtests using paper prototypes on Miro to assess how the encounter functions.

  • Gather feedback and refine all elements, from the Ally and Monster to objectives and starting positions.

  • Build the first in-engine version of the design and produce a playable prototype for full team playtests.

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Iteration and Debugging

  • Debug code, support animation/VFX hookups, and write narrative and necessary tutorials.

  • Continue to gather feedback and iterate as more team-wide playtests are conducted.

CINEMATICS AND CUTSCENE

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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

  • Analyze the narrative and gameplay elements of the encounter to identify key story beats.

  • Emphasize the stakes and give players a glimpse of the challenges ahead.

Research and Storyboard

  • Identify the available assets and develop a narrative pitch that covers all key story beats.

  • Ensure the storyboard is designed to provide a smooth and natural transition from cutscene to gameplay.

Prototype

  • Develop an initial draft or prototype from the storyboard.

  • Work hand-in-hand with animation, 3D, VFX, and writing teams to continuously refine and iterate during production.

Result

  • A low budget cinematic using 100% gameplay assets.

  • Low-cost implementation.

  • Effectively communicate the narrative.

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