ROLE
Lead Engineer, Composer, Sound Designer, Creative Lead
DESCRIPTION
In this narrative-driven motel management game, you learn more about your customers’ lives as you check them in to your motel, managing bookings, amenity requests, and more. As new regulations come down from above, your motel must live up to ever-heightening standards or face fines and even closure.
DEVELOPMENT PERIOD
April 2024 – December 2024
TOOLS USED
Unity and C#, Photoshop, Illustrator, Logic Pro X, FMOD
DEMO AVAILABLE FOR FREE
https://store.steampowered.com/app/3036220/Morningtide_Motel/
OVERVIEW
Gameplay Trailer
"Your motel is busy for the first time in years. Antsy city-folk and dispossessed teens flood your rooms, and you can barely keep up. Now, after a week of all-nighters spent managing reservations, room service requests, and Yup! reviews, you begin to wonder… could you even fall asleep if you tried?"
My Contributions:
Lead Developer
Architected a custom event sequencing system that manages timing and ordering of a dynamic narrative experience
Prototyped, developed, and polished numerous gameplay features and interactions
Designed and implemented animations and particle systems for gameplay polish
Developed a save data system for the game
Took charge of full codebase in late production, finalizing the game as it approached release
Created a demo for Steam Next Fest
Fixed countless bugs
Supported designers in playtest feedback integration
Composer, Sound Designer:
Wrote music for the game, including in-game soundtrack and cues, as well as trailer music
Created and compiled numerous foley sounds for object interactions throughout the game
Created a dynamic ambient soundscape that responds fluidly to time of day and location
Built a custom audio management solution in Unity to manage all of the audio in the game
Creative Lead:
Scaffolded production schedule and tasks lists for various teams, participated in project planning process
Worked closely with team leads to develop vision and plan for the game
Ideated and prototyped early versions of UI and game mechanics in pre-production
Worked directly with narrative designer on content and copy edits, as well as narrative integration into the game engine