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

 
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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.

 
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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.

 
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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.

 
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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!

 
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