

Unity | Environmental Lead, Narrative Designer | 41 Team Members
“Cards of Heart” is a narrative-focused cozy digital card game mixed with a top-down RPG about a young woman’s daily mental health struggles against her inner Shadows. Complete errands for town residents, build your deck, face Shadows, and uncover Amalia’s memories in this cozy, narrative-driven, deck-building RPG.
Cards of Heart Trailer

Roles and Responsibilities
As the environmental narrative lead, my main responsibilities consist of designing the side quests, NPCs, and developing the world-building.
Side Quests
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Led the 9- person environmental team to plan out locations of NPCs for side quest and where players go during each step of the quests
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Designed high-level concepts and quest structures for all side quests including rewards and NPCS involved
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Organize each side quest into sequences and beats, similar to a Game Macro
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Accompanying each quest description are reference pictures and art to set the tone and clarify vision
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Iterated on quests several times to achieve a coherent set that fit the experience goals of the game

NPCs
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Designed the main NPCs that became Battle Companion Cards for the card system
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Developed side NPCs that populate the world and give side quests
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Collaborated with the environmental team to give every character personality/attitude, personal history, story role, and unique visual design
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Created a character bible in Google Sheets to communicate clearly with the art team beginning with concepts to final 2D sprites and portrait art

World-Building
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Focused on the role of Magic, Adventurers, and the history of Respite, the town the game takes place in
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Started with magic, describing the evolution of magic in society and the role of magic wielders up until the time of the game
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Similar process to magic for creating the role of adventurers. Gave conflicts to the role and purpose of adventurers that have led to different types of adventurers inhabiting the world
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For Respite, I started with how it was founded and by whom. Then described how the town's attractions have transformed over time to how it is now within the game