Supermassive Games

Supermassive Games are a BAFTA-award winning AAA game studio, that specialise in branching narrative horror. 

As a Junior Game Designer, I spent over two and a half years with Supermassive, working on two branching narrative horror projects: the recently released The Casting of Frank Stone, and an upcoming announced instalment in The Dark Pictures Anthology Franchise. This was my first position in professional game development, giving me the opportunity to learn and contribute in Narrative, Cinematic, Game and Level Design. 

Scroll down to learn more about my experience at Supermassive, and even further down are personal game prototypes I made as an MA Games Design student before joining.

The Casting of Frank Stone

The branching storytelling of Supermassive meets the Dead by Daylight universe, The Casting of Frank Stone is a narrative horror experience of cosmic proportions.  

I was part of the core design team supporting this project from early 2D concept through multiple stages of production and master delivery. My role on the project included:

 – Supporting the Narrative Design by suggesting and executing story amendments, and writing the in-game texts for interactions, story secrets and collectables. 
– Using Visual Scripting to create moment-to-moment flows and logics in Unreal Engine 5. 
– Devising compelling exploration levels from white-box, including implementing puzzles and interactions.
– Scripting and editing cinematic sequences, in addition to integrating animation data, and instantiating cameras and game elements (Lighting, Audio, VFX) in Unreal Sequencer.

Press the button below to see more in-depth explanations of my contribution, including some samples from the game.

My Contribution

Upcoming Dark Pictures Anthology Project

I briefly joined the design team to help support the development of the next instalment in the Dark Pictures Anthology Franchise. With the game only recently announced and still in development, I am limited in what detail I can provide, but my contribution included:

– Iterating on feedback to develop gameplay tension and create horror moments in exploration.
– Editing animation data and cameras to polish cinematic sequences.
– Developing Visual Scripting logic to integrate game systems in levels. 

Game Prototypes

Linked below are some short prototypes I created whilst pursuing my Master’s in Game Design.

They were created using the simple but effective Clickteam Fusion Engine, which I was unfortunately unable to setup HTML5 support for. Nonetheless, I am proud to showcase them via video links as examples of my early creative development.

Below are stories ranging from uncanny shadow reflections, wickedly comedic rhyming pumpkins, and… dancing robots. 

Dancing Machines

Heterotopia

Trick or Treat