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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. 

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Meet the Team

My Contributions to Stakes

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Designer 

  • System's design 

  • Branch Formatting 

  • 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 

  • Backlog Management.

  • PBI Prioritization.

  • 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

  • Outlying.

  • Scripting.

  • 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. ​​

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Stakes Script Sample.
Stakes Script Mid Edit.

Samples of my Work On Stakes

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Outline (Eva Scene)

Script Sample (Eva)

Item Table Sample

Backlog (Sprint 8)

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