Gnomes and Goblins
About Gnomes and Goblins:
Gnomes and Goblins was a project the director Jon Favreau brought to WEVR after seeing theBlu: Encounter. It's based in a new IP universe and focused strongly on VR-oriented, AI-aided storytelling.
In the earliest stages of Gnomes and Goblin I took on the role of Senior Designer, under Lead Designer John Bernhelm, as I was also working on shipping theBlu: Season One.
Much of that early work was in prototyping interaction mechanics and iteration tools for the G&G experience. These included line-of-sight mechanics for hide and seek-like games and spline-tools for directing the goblin. Additionally, I was in charge of integrating assets into the Unreal project and setting up versioning control.
Later, much of my work was around building audio scripting and effects tools, UI management classes and game state save/load operations.
The major challenge was in creating relationships between the player and the AI goblin in their space. As a meta-challenge, we also had to balance our internal studio expectations with an outside voice. No small feat, but one the team rose to mightily!
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