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(Video created by Justin Sargent; Music composed by Chris Hurn)

www.starflightgame.com

Time on Project: 10 Months

Team Members: 6 Local, Assorted Volunteers

Gameplay: 6+ Hours

My Position: Designer

Project Synopsis:

Starflight : The Lost Colony is an epic science-fiction adventure game that spans the galaxy, giving the player free-roaming game play in and around star systems with unique planetary systems filled with planets and asteroids that the player can land on and explore in real time. A compelling story line drives the game, pitting the player against a vast enemy that is endangering the galaxy. Choose from among three professions (Military, Science, and Freelance). Upgrade your ship with new technology. Hire and train the crew to better fulfill the capabilities of the ship. Capture alien life forms and mine exotic minerals. Engage in dialogue with alien races–and when diplomacy fails, prepare to fight with real-time starship combat!”

Development Highlights:

My key contributions to Starflight include plot and narrative development that fit within the established IP logically and working closely with the tools programmer to develop an efficient and streamlined toolset for mission creation and plot delivery. I also contributed to the overall improvement of the design and documentation from iteration to iteration and creating and maintaining a fantastic working atmosphere throughout development.

Missions Briefing list

This document is the Missions Briefing list I created for Starflight. Briefings and de-briefings (not included in this document) serve as the primary vessel for delivering the narrative of the story line while dialog with alien civilizations reinforced the narrative by reacting to player actions, giving the player advice, general game play tips, and lore tied to the IP. The first ten missions of each class are designed as tutorial missions dedicated to that class. These missions introduce many of the games major concepts while still emphasizing the abilities of the class. After the first ten missions the three classes all converge and begin the main missions. The briefings and de-briefings are delivered in such a way as to convey the same vital information throughout but with each class’s specialization in mind. For example, a mission where the player must eradicate a sentient species will be seen from three different mindsets. The Military captain is simply doing his duty and doesn’t think about it much, the Scientific officer sees the mission as an opportunity to alter an ecosystem for the better, and a Freelancer just wants to sell the furs and cash in. This creates a greater sense of immersion as well as spices up the same missions that a player may have already played through with another class.