
Stakes
This was a Visual Novel that I wrote and designed for. The team and I pitched it as a mystery comedy about two ghost hunters realizing that vampires are in fact real and being drawn into their world of supernatural peril; having to adapt quicky to this new status quo in order to survive by making allies and chasing down clues. The demo for which you can find on Itch.io.

Meet the Team
My Contributions to Stakes

Designer
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System's design
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Branch Formatting
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Script Implementation

As a Designer, I focused on ensuring that, regardless of the path the player turned down, they were getting a worthwhile and cohesive narrative experience.
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To do so, I focused each scene around a simple framework of "good-end", "bad-end", and "neutral-end"; working backwards from that to create scenes that transition into or out of those three anchor points.
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I also designed the systems that would open or change the pathway players were on as a reward for cultivating certain skills and playing to a character within a given scene.​ Incentivizing players to make character-defining decisions through mechanical interactions with the game.
Producer
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Backlog Management.
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PBI Prioritization.
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Team Management.

As a Producer, I focused on maintaining a proper workflow while making the most of our limited development time. Initially, we planned a five-day, five-night period for the player to uncover this overarching mystery. However, given the time we had, I prioritized getting the first day and night portions of the game working so we could have a more polished prototype to showcase.​​
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Once we had set our goal, it was my responsibility to divide the workload for each Sprint and ensure that we all maintined proper communication as well. I led all our meetings and managed the Backlog, ensuring that others were aware of changes within it, whether someone had completed a task or was taking longer than expected.
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I also ran all the other Scrum Ceremonies like Review and Retrospective. However, due to our tight time commitment, I combined those meetings with Planning; therefore, each Planning meeting began with a brief Retrospective of the previous Sprint, helping to set the tone for the upcoming meeting.
Writer
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Outlying.
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Scripting.
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Editing (Copy & Content)

As a Writer, many of my goals blended with my work as the designer, only now I was putting theory into practice.
I organized my script by character and node for ease of implementation. My goal there was to create a script that serves as a companion to the Outlines I made for my design work, with each section representing a grounding node in the story that the player can flow in or out of, depending on their choices.
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However, in practice, more sub-nodes appeared than initially planned. So I had to start labeling things accordingly and communicating with Jess what was contained within each node as they expanded.
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If I could go back and redo something on this project, it would be to create a more consistent naming scheme at the start. So that as I moved from outline to script, Jess and anyone else looking at these documents could have followed the logic without asking me.
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The finished draft can be found at the bottom of the page if you wish to read it yourself. ​​

Stakes Script Sample.
Stakes Script Mid Edit.
Samples of my Work On Stakes

Outline (Eva Scene)

Script Sample (Eva)

Item Table Sample

Backlog (Sprint 8)





