Federation Mycha
2024
Team Size: 25
Role: Content Designer and Narrative Lead
Tools: Unreal 5, Audacity, and Microsoft Office
Genre: Multiplayer 3D First-Person PvE Hero Shooter
Development Time: Ongoing
Time On Team: 4 Months​
Steam: Federation Mycha
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Responsibilities: ​​
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Narrative Design:
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Helped to write the story for the game to help give context for the world and the background of the characters.
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Wrote all the scripts for voice acting and facilitated the recording and feedback sessions for the actors.
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Made all the voice lines appear in-game and have subtitles that pop up as they play.
Encounter Design:
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Created a tool to trigger quest changes and play narrative elements.​
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Place the triggers for the tool in points throughout the level at points that would give the player the chance to hear without being overwhelmed by action.
Audio Design:
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Edited the voice lines as they were submitted.
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Created a lot of ambient sound SFX.
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Helped redo the sounds of the enemies to make them sound like more of a threat.​​​​​
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Description:
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This game was made during my internship for the indie games capstone track during my master's program. Federation Mycha is a multiplayer hero PvE shooter where the players will take control of the agents that make up the federation. The players will go out on missions to combat the Mychalytes that have emerged and work to protect the world from this growing threat.
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​Research:
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For this game, the HUD was a very important part of conveying the information needed to succeed to the player so I felt it was important to research how HUDs can affect the player experience. Accessibility is very important to making a game for all players and since I made it so that subtitles would pop up on the screen for all voice lines I believed it was beneficial to research studies that have already been done on how it affects players. I also spent a lot of time building the world the game is set in so I researched designing worlds for different types of players to make sure I made a world tailored to the target audience. All of my work circled back to a general desire to make the gameplay engaging for the players so a lot of time was spent on researching studies that help to find a way to quantify engagement levels.