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Scriptwriting for Reach
I became responsible for scriptwriting on Reach around half way through development following the departure of the fantastic Frankie Wakefield-Harrey. At this point, we had a developed VSD script and a first draft of major beats in Reach’s story. Over the next year, I was tasked with writing the full script and helping get it implemented into the game. Getting Started... I began this process with research, diving deep into the current script and narrative documentation. I als


Creating the Ultimate Combat Gauntlet in Reach
I was responsible for creating several combat encounters throughout Reach, from small-scale encounters designed to introduce enemy types, to larger multi-wave encounters designed to test the player’s abilities. This article delves into the creation of an encounter I lovingly refer to as ‘The Gauntlet’. Running the Gauntlet - Design Goals The Gauntlet is a combat encounter occurring in Reach’s final level. Before beginning designing the space, I established what I wanted the e


Creating the White Rabbit level for Reach
White Rabbit (approx 15-30-mins playtime) is one of Reach’s early levels, and serves to introduce the player to the underground setting where they’ll spend most of their playtime. I worked on this level from its initial paper designs through to completion. Research & Planning Work on White Rabbit began with research. I created a list of mechanics already understood by the player by this point in the game, and a list of the major narrative beats they’d have experienced. Workin


Reach: Immersive VR Action
Reach is an action adventure game designed exclusively for virtual reality. You take on the role of Rosa, who unexpectedly finds herself deep underground, coming face to face with a race of ancient stone creatures.
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