Game Designer
Portfolio
Unannounced Projects
Supermassive Games
Contribution - 10 Months [Oct 2024 - Present]
Working as a Designer on several unannounced projects at Supermassive Games.First-Person Survival Horror
A First-Person Survival Horror where I designed levels, puzzles and boss battles based on narrative briefs and an existing feature set. I also wrote and maintained both player-facing and technical documentation and met regularly with the other Level Designers to exchange feedback and iterate on our designs.Third-Person Action Prototype
A Third-Person Action Prototype where I assisted with additional design work in Blueprints and Level Design. I also completed playtesting and bug fixing to reach a pressing deadline.Outsourced Cinematic Project
An Outsourced Cinematic Project where I pioneered a new Non-Linear Edit pipeline for an improved motion capture and data integration workflow and to allow improved flexibility in sequences going forward. I also tested out new Facial Data pipelines using Metahuman.In addition, I created blockout sequences to assist with actor blocking on motion capture shoots and to allow for test camera framing. I also worked closely with the outsourcing team to ensure all the necessary elements were ready for the shoot and the project as a whole.Software Used
Unreal 5, Miro, Flow Production Tracking, Perforce, Jira
The Casting of Frank Stone
Supermassive Games
Shipped - 3rd September 2024 - PC, PS5 & Xbox S/X
Contribution - 2 Years 7 Months [Mar 2022 - Sep 2024]
The Casting of Frank Stone is a branching narrative cinematic horror game where your choices decide who lives and who dies.Working on this project from the early stages of Pre-Production through until Post Launch, I designed narrative choice branches and their consequences in bespoke software and implemented the logic for this branching in Engine. I also designed and implemented exploration levels with objectives, interactions and puzzles in Unreal 4 & 5. I created cinematic sequences using Non-Linear Editing in Sequencer including QTE, choice and combat sequences. I worked closely with other disciplines to ensure we were all in alignment about the needs of the level. I playtested and bug-fixed the software regularly to reach the best possible quality for the game. I also did a significant amount of work with facial/audio and body data capture, prepping for and attending several motion capture shoots.Software Used
Unreal 5, Unreal 4, Bespoke Software, Perforce, Excel, Motionbuilder, Jira
About

I'm Sarah, a Game Designer currently working at Supermassive Games in Guildford.I have a passion for storytelling which initially led me to pursue a Bachelor's Degree and a career in Film and Television Production but a love of interactive media and branching narrative in particular led me to a career change.
In January 2022 I completed a Master's Degree in Games Design and Development at the National Film and Television School and began my journey in the world of professional Game Development.My favourite video games are RPGs, Action-Adventures, FPS and Interactive Fiction. When not playing video games I also enjoy several other hobbies including playing tabletop RPGs and board games, following Formula 1 and writing for my own amusement whilst trying and failing to actually paint my ever growing hoard of miniatures.
Personal Projects
Dragon's Breath
Shipped - 7th October 2021 - PC
Development - 8 Months [Spring 2021 - Autumn 2021]
Dragon’s Breath is an RPG experience focused on branching narrative and player choice. You play as a mercenary hired to recover a stolen relic that turns out to be more than it first appears and the choices you make affect your relationships and the outcome of the game.I worked on this as my Final Year Project on my Master's Degree at the National Film & Television School leading a team of 5 people from other courses plus freelancers to produce a polished experience to a fixed deadline in order to showcase at EGX 2021.I was the only designer for the game, implementing all features in Unity using C# and Lua and creating all cinematics in Timeline. I also wrote the in-game dialogue and several cutscenes and managed the project schedule.Software Used
Unity, FMOD, Audacity, Final Draft, Articy Draft
Game Jams

I have also taken part in several game jams for fun with friends, taking on different roles.