
Caesura, a Music-Based Narrative Game
Time spent developing: 6 months (Ongoing)
Team size: 21 members
Engine: UE5
Roles: Design Lead
Caesura is a story driven action-adventure game told through the eyes of Lyra, a naive but otherwise hopeful teen who has unwittingly unleashed an silencing curse on her homeland. Armed with only an heirloom instrument and hope, she'll need to bring sound back into the envrionment and confront mistakes from the past in order to save her home and loved ones.
As design lead I proposed the initial concept for Caesura, where a hero uses music to navigate a bleak and unforgiving world. Over time the narrative has evolved into a story of overcoming self-doubt in order to realize one's true potential. During the early stages of development I created rapid prototypes of core mechanics in unity as a proof of concept, including the game's core mechanic. The "sway", as it is titled, is meant to emulate the action of bowing a violin to make music, using the analog nature of a controller's triggers to mimic the back-and-forward movement of the bow. Throughout development I have held meetings both with my design team and with other disciplines to ensure the game adhered to the core pillars of nature, music, and healing, giving me a better understanding of discipline-specific pipelines and strengthening connections throughout the team. The nature of our healing design pillar has brought up interesting challenges and solutions alike, such as our method of designing a method of combat where the player is only capable of healing the enemy; the solution I conceputalized has the player un-corrupt enemies and guide them to safety as they attempt to heal key dying objects in the arena.