
Game & Narrative Design
Narrative Design - Game Design - Scripting - Creative and Technical Documentation Generation
If you’d like to discuss any of my work or you’d like to know more about how I can help with your latest projects, reach out using the contact form below, or send an email to
tkathn@outlook.com
Click
To
Play
Summer Set Radio was created for the Thailand Summer 2025 Road Trip game jam.
I scouted, reviewed over 50 creatives and onboarded 1 programmer, 1 2D artist, 2 musicians and 1 SFX artist, and 1 voice actress.
I designed Summer Set Radio and led the team toward the creative vision. I also created all 3D art, UI elements and promotional material displayed on the itch page. I wrote 3 scripts and voiced the character Dispatch. I edited all recordings and formatted them for gameplay.
If I could continue with this project, I’d implement the 2 missing cut scenes, create a greater variety of foliage for the environments and more signage, create a screen to purchase snacks rather than just gathering 1 mango when you refuel, and create an end screen menu to show the player how much money they earnt and how many snacks they collected.
We could have also created a minigame where you feed the snacks you collected to Stump.
48 Hour GameJams
I participated in the 48-hour Wholesome Gamejam 2024 and developed a small parcel delivery simulator as part of a 4-person team.
I 3D modelled, textured, rigged and animated various character and environment props. As the Narrative Designer, I generated the game’s layout, UI, 11 character barks and supporting text, including the game’s description and logo.
For Carton Courier, I created 3 buildings, 2 robots to receive deliveries, 1 claw for grabbing parcels, the parcels, 2 bins, a traffic cone, and 3 varieties of road.
For Graviture, in 48 hours I modelled and textured all 3D art, maintaining the requested art style.
Abstraction is my first solo game jam project in Unreal Engine 5. This miniature project was developed for the Imaginary Card Jam, where the goal was to create a card for an imaginary trading card game.
I created an animated 3D card where the components move independently of each other. My objective was to develop my skills in every stage of production, and expand my knowledge of blueprints and scripting in UE5.
Narrative Design Documents
Writing, Designing, Formatting, Graphic Design of technical and creative writing
Lofty Climb Game Design Document
A personal project GDD for Lofty Climb.
Click for details
Dokis World Game Design Document
A digitally published AGILE technical design document produced to guide Dokis World, a property of NeoGameLab
Click for details
Alessia, the world map of Guild66
This world map was created for Guild66 and features 7 different territories each with a unique ecology and environment.
Currently under NDA exists a supporting document illustrating the unique ruins, flora and fauna for each region and they affect the cultures there.
Click for details
Lofty Climb Character Barks
117 barks for 9 levels of gameplay broken into 63 greetings and 54 celebrations.
Click for details
Guild66 Economy Design Project
A large part of this game’s levelling system relies on hunters (the players) being able to acquire new items and equipment. This means the item and monetary economies of the game need to be thoroughly tested, and whilst hunters do have the option of foraging various materials and harvesting from felled quarry, they will still be relying heavily on the game’s trade mechanics.
Combat Mechanics: Demonstrating the damage gap.
Understanding the difficulty in defeating monsters reveals how accessible certain resources are. The time and preparation invested in acquiring materials needs to be recognised within the system. These charts demonstrate the average damage of the default combat mechanic available to hunters (players) and the damage gap between each die ranking and why Guild66 is described as an explosive d6 system.
Combat Mechanics: Exploring the categorisation of monsters based on their combat difficulty
Categorising monsters based on their effectiveness in combat, and therefore on how much preparation hunters need before they face these threats, helps the economic design of the materials the hunters can acquire by facing these monsters and therefore their value.
Economic Mechanics: Suggested Monster Bounties and their total potential revenue.
This chart demonstrates a monster’s suggested bounty - the default monetary reward for defeating it in combat. It also demonstrates the total potential earnings a hunter can gain through the default system of selling harvested materials. This information helps to contextualise all the previous information on combat difficulty and total potential rewards. This information goes on to create specific prices for items and materials, which have all been thoroughly tested by the QA and playtest teams.