Kena: Bridge of Spirits
Kena: Bridge of Spirits (2021)
Ember Lab
Action-adventure game set in a fantastical Asian-inspired world. Play as Kena, a young spirit guide who is attempting to quell the troubled spirits of a cursed village. Made in Unreal Engine, this game was published by Sony for PS5 and PC.
Game Design
- Scripted progression, NPC interactions, and cinematic moments 
- Communicated with animation and engineering departments to develop interactables and mechanics 
- Integrated all music progression in Unreal to work alongside Wwise 
- Assisted in building the structure within Wwise for our composer to slot in music, and profiled it 
- Scripted save/load for progression and maintained correct practices 
- Created and edited Unreal Blueprints 
- Designed narrative beats and wrote temporary dialogue scripts 
- Provided set dressing and feedback for outsourcing level art teams 
- Was the point person for communication between UI and design 
- Implemented cutscenes and camera cuts during scripted gameplay progression 
- Assisted in balancing and placing collectibles 
- Created documentation of best practices for implementation and scripting in the game 
- Responsible for bug fixing and QA bug write ups as needed 
Animation
- Created main character and enemy game animations 
- Created animation loops for NPCs 
- Integrated animations within the engine (UE4 Level Sequences) for cutscenes and gameplay 
- Storyboarded all cutscenes from the script 
- Created 2D look dev tutorial animations for new abilities 
Generalist Art (2D/3D)
- Responsible for 3D generalist assistance (modeling, rigging, texturing) 
- Painted draw overs of concept art from contractors 
- Created temp UI for testing purposes 
- Was the go-to 2D art person inhouse 
Scripting & Integration
After our level designers completed the block out and direction of a space, I was in charge of setting up the visual scripting glue between the puzzles and combat encounters to bring the progression and narrative together.
Systems Design - The Rot
Early on in the project, I was given the responsibility to brainstorm and come up with the rules of the world in relation to the Rot: how Kena could collect and interact with them.
Level Design & Environments
The level block outs were already created by the time I transitioned into Design, but I was able to assist in narrative set dressing and communicating collision notes to our outsourcing art team.
Music Integration
Near the end of production, I was given the responsibility to assist our composer and sound designer to integrate all progression based music cues and track changes in Unreal and Wwise.
Narrative Design
During my time as an animator, I became integral to the story team as the only storyboard artist. Working with the art director and the CEO’s script, I created the first steps of visuals for all our cutscenes, and which then shifted into helping develop the story and characters for gameplay.
Animation & Art
For the first 2 years of Kena’s production, I was primarily a 3D animator and generalist artist (2D/3D). Check out my gameplay animation reel, storyboards, and more!
 
              
             
             
             
             
              
             
             
              
             
            