
worldbuilding
As a Worldbuilder, I work not just to create an environment and the characters that exist within it. I fill that world with economics, governments with warring powers and agendas, and the gods that rule over them all.
This section contains selections from a game that I’ve been developing throughout my time at Georgia State University. Included here are elements of overall world design; character-specific descriptions, their sourced reference images, and color palettes; and references for some of the creatures that populate that world.
Tools used: Photoshop, PowerPoint, InDesign, PureRef, and Word
To inquire about the full GDD or Story Bible, please reach out to me via the Contact page.
developing the setting
This is an excerpt from a series bible that I developed for my Designing Immersive Media Experience class. in this section I outline the world of Infrento, in which the game is set.
Character background
Each character in the game merits their own section that includes character development and background, personality traits and attributes, and their development throughout the game’s story.
tone
Each space within the game is given its own section detailing tone, in reference to the game as a whole as well as to specific places and specific characters. The tones are expected to change as the game progresses and the player learns more about the story and the world in which the characters exist.
This is mirrored in the color palettes selected for each character, as tone and color are used in concert to demonstrate a character’s journey and progress through the story. Each character and place has tones that will develop alongside the story, and will be reflected in new tone and color palette changes throughout the GDD.
color palettes
Similarly to tone, color palettes vary from generals to specifics, including individual color palettes for characters and places. Each character and major location merits its own palette for use during character development and level layout, as well as during the creation process of 3D assets for the game.
Just as with the tone inserts, new color palette references are provided for characters and places as the story progresses.
Character design and reference images
Each character is developed alongside reference images. These are initially an amalgamation of image search results compiled into a collage or PureRef document before being passed to the art department for development and refinement.
clothing references
Each character’s clothing is developed alongside reference images. This includes not just clothing style, but also types of material and accessories. These are given to the character designers conjointly with tone and color palette documents for a cohesive take on the development of the character’s look and style.
Creatures
As with the character designs, I have outlined sections on a variety of monsters that exist within the world, how they came to be, and how they influence the story and gameplay.
Each monster is presented alongside a collage or PureRef document of images used for inspiration and a detailed description of the monster. Because all of the monsters are created by me for the game, there are no direct references to them online.