
Nightmorn [Videogame Demo | 2025]
I worked on Nightmorn with Keeled Moon for 9 months as the Narrative Lead and Writer, but also took on the role of Scrum Master for the artists, and lesser roles in design, audio, animation, art, and marketing.
As a part of this game, I have worked closely with the Vision Lead, programmers, designers, and artists to create a cohesive setting, along with the people and monsters that call it home. I have also assisted with audio, voice actor auditions, wrote the dialogue and various bibles and technical documents.
World Building
My key role on the project was ensuring the world remain cohesive in all aspects. This included research, and the creation of a World Bible, and sitting in on various meetings to provide input on planned systems, mechanics, levels.
Dialogue System
I worked alongside with a programmer and designer to concept and create a dynamic dialogue system wherein the lines spoken would change depending on both the number of players and which players had been selected.
Monsters / Bestiary
One of my biggest contributions to it was the creation of The Bestiary, an in-game item that provides lore, notes on how to fight said monsters, and gives further characterisation to the player characters. I researched folklore, collaborated on monster designs, made custom fonts, and created a 20 page bestiary that is readable in game.
Characters / Voice Acting
I worked alongside our character artist/audio lead to create the characters, write their backstories, and find their voices through the voice actors. I also sat in on recording sessions to give pointers, suggestions and references on the performance of the lines.
Promotional Materials
When it come to creating promotional materials for our game, I worked with various team members to create the game's trailer and promotional art. i also made physical versions of the Bestiary, collaborated on a comic, and set up our game's booth at Falmouth Games Expo.
The Nightmorn demo is available to play on itch.io.




Post a comment