<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title><![CDATA[sara santillan — portfolio]]></title><description><![CDATA[sara santillan — portfolio]]></description><link>https://portfolio.sarasantillan.com/</link><image><url>https://portfolio.sarasantillan.com/favicon.png</url><title>sara santillan — portfolio</title><link>https://portfolio.sarasantillan.com/</link></image><generator>Ghost 4.20</generator><lastBuildDate>Thu, 11 Jun 2026 17:38:10 GMT</lastBuildDate><atom:link href="https://portfolio.sarasantillan.com/rss/" rel="self" type="application/rss+xml"/><ttl>60</ttl><item><title><![CDATA[An Overview: 2011-2025]]></title><description><![CDATA[I'm a product lead & technical writer with six shipped games and one healthcare platform under my belt. Nowadays, I specialize in technical writing for developers, a field where I can leverage the breadth of my experience in tech.]]></description><link>https://portfolio.sarasantillan.com/overview-2011-2021/</link><guid isPermaLink="false">612e504306340330efffd0f1</guid><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Mon, 16 Aug 2021 14:42:03 GMT</pubDate><media:content url="https://portfolio.sarasantillan.com/content/images/2021/08/rm022.png" medium="image"/><content:encoded><![CDATA[<h2 id="2011-2012-otherworld-1">2011-2012: Otherworld 1</h2><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs1_wall3_1366x768-1.jpg" width="1366" height="768" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs1_wall3_1366x768-1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs1_wall3_1366x768-1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/gs1_wall3_1366x768-1.jpg 1366w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS1-FayWorld.png" width="1920" height="1080" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS1-FayWorld.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS1-FayWorld.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS1-FayWorld.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS1-FayWorld.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS1-Dialog.png" width="1920" height="1080" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS1-Dialog.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS1-Dialog.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS1-Dialog.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS1-Dialog.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS1-Shack.png" width="1920" height="1085" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS1-Shack.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS1-Shack.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS1-Shack.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS1-Shack.png 1920w" sizes="(min-width: 720px) 720px"></div></div></div></figure><img src="https://portfolio.sarasantillan.com/content/images/2021/08/rm022.png" alt="An Overview: 2011-2025"><p><strong>Otherworld 1: Spring of Shadows</strong> is a dark fantasy adventure game developed by Boomzap and published by Big Fish Games. You play as a woman moving into an old house in the British countryside &#x2014; only to discover a little girl trapped within a mirror! You then make it your mission to find and save this girl from an evil spirit known as the Shade.</p><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Otherworld 1: Spring of shadows</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>Junior Designer &amp; Tester</td>
</tr>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Big Fish Games</td>
</tr>
<tr>
<td>Genre</td>
<td>Hidden Object Puzzle Adventure</td>
</tr>
<tr>
<td>Timeline</td>
<td>Jan 2011 - Jan 2012*</td>
</tr>
<tr>
<td>Online stores</td>
<td><a href="https://www.bigfishgames.com/games/6996/otherworld-spring-shadows-collectors-edition/?pc">BFG</a> - <a href="https://store.steampowered.com/app/466030/Otherworld_Spring_of_Shadows_Collectors_Edition/">Steam</a></td>
</tr>
<tr>
<td>Let&apos;s play&#x2020;</td>
<td><a href="https://www.youtube.com/watch?v=s-r4SeeBJro">Kawaii Games on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html-->
<p class="p-caption">
*I joined the Boomzap Otherworld team in May 2011.
</p>
<p class="p-caption">
<strong>&#x2020;Let&apos;s play videos</strong> are playthroughs by players / fans. Neither the developer (Boomzap, my employer at the time) nor the publisher have any affiliation with these streamers / youtubers.
</p><!--kg-card-end: html--><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/otherworld-1-spring-of-shadows/">Go to project page  	
&#x21FE;</a></div><!--kg-card-end: html--><hr><h2 id="2012-2013-otherworld-2">2012-2013: Otherworld 2</h2><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs2_wall13_1366x768-1.jpg" width="1366" height="768" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs2_wall13_1366x768-1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs2_wall13_1366x768-1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/gs2_wall13_1366x768-1.jpg 1366w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs2-outside-1.png" width="1920" height="1080" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs2-outside-1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs2-outside-1.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/gs2-outside-1.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/gs2-outside-1.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs2-school-1.png" width="1920" height="1080" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs2-school-1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs2-school-1.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/gs2-school-1.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/gs2-school-1.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs2-tutorial-1.png" width="1920" height="1080" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs2-tutorial-1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs2-tutorial-1.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/gs2-tutorial-1.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/gs2-tutorial-1.png 1920w" sizes="(min-width: 720px) 720px"></div></div></div></figure><p><strong>Otherworld 2: Omens of Summer</strong> continues the adventure after you rescue a little girl named Fiona from the malignant and powerful Shade. In this installment, you must barter with or fight against fay creatures from British folklore, such as the Nyx and Banshee, as you and your allies try to stop a cataclysm called the Eternal Winter from happening.</p><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Otherworld 2: Omens of Summer</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>Designer / Team Lead</td>
</tr>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Big Fish Games</td>
</tr>
<tr>
<td>Genre</td>
<td>Hidden Object Puzzle Adventure</td>
</tr>
<tr>
<td>Timeline</td>
<td>Jan 2012 - Feb 2013</td>
</tr>
<tr>
<td>Online stores</td>
<td><a href="https://www.bigfishgames.com/games/8044/otherworld-omens-of-summer-ce/">BFG</a> - <a href="https://store.steampowered.com/app/586700/Otherworld_Omens_of_Summer_Collectors_Edition/">Steam</a></td>
</tr>
<tr>
<td>Let&apos;s play</td>
<td><a href="https://www.youtube.com/watch?v=iO9HHPD_BL0">Kawaii Games on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/otherworld-2-omens-of-summer/">Go to project page  	
&#x21FE;</a></div><!--kg-card-end: html--><hr><h2 id="2013-otherworld-3">2013: Otherworld 3</h2><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs3_wall4_1366x768-1.jpg" width="1366" height="768" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs3_wall4_1366x768-1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs3_wall4_1366x768-1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/gs3_wall4_1366x768-1.jpg 1366w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS3-HO.png" width="1920" height="1080" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS3-HO.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS3-HO.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS3-HO.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS3-HO.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS3-Selkie.png" width="1920" height="1080" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS3-Selkie.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS3-Selkie.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS3-Selkie.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS3-Selkie.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS3-Smith.png" width="1920" height="1080" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS3-Smith.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS3-Smith.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS3-Smith.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS3-Smith.png 1920w" sizes="(min-width: 720px) 720px"></div></div></div></figure><p>The last game in the franchise, <strong>Otherworld 3: Shades of Fall</strong> takes you and your companions to various fantastical locations to uncover the true origins of the evil Shade. You discover that an artifact known as the Perpetual Prison can seal the Shade. To finish it, you must seek out the Elder Fay, who have long departed from the human realm. It&apos;s a race against time and the Shade&apos;s minions, as the Shade&apos;s power grows towards autumn&apos;s end.</p><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Otherworld 3: Shades of Fall</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>Designer / Team Lead</td>
</tr>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Big Fish Games</td>
</tr>
<tr>
<td>Genre</td>
<td>Hidden Object Puzzle Adventure</td>
</tr>
<tr>
<td>Timeline</td>
<td>Feb 2013 - Oct 2013</td>
</tr>
<tr>
<td>Online stores</td>
<td><a href="https://www.bigfishgames.com/games/6510/otherworld-shades-of-fall-ce/">BFG</a> - <a href="https://store.steampowered.com/app/696010/Otherworld_Shades_of_Fall_Collectors_Edition/">Steam</a></td>
</tr>
<tr>
<td>Let&apos;s play&#x2020;</td>
<td><a href="https://www.youtube.com/watch?v=c9tFK2ghgzc">Kawaii Games on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/otherworld-3-shades-of-fall/">Go to project page  	
&#x21FE;</a></div><!--kg-card-end: html--><hr><h2 id="2013-2014-awakening-7">2013-2014: Awakening 7</h2><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/title.jpg" width="1366" height="768" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/title.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/title.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/title.jpg 1366w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/ec7-3-1.png" width="1920" height="1084" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/ec7-3-1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/ec7-3-1.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/ec7-3-1.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/ec7-3-1.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/ec7-4.png" width="1920" height="1084" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/ec7-4.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/ec7-4.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/ec7-4.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/ec7-4.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/ec7-5.png" width="1920" height="1084" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/ec7-5.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/ec7-5.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/ec7-5.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/ec7-5.png 1920w" sizes="(min-width: 720px) 720px"></div></div></div></figure><p>Subtitled <strong>&quot;The Golden Age&quot;</strong>, Awakening 7 is the final installment of the best-selling Awakening series, focusing on events before the main story. As Sasha, you must broker peace between humans and minotaurs in a magical land suffering a drought. You&apos;re not alone: various allies lend their hand to your quest &#x2014; but their true motives remain to be seen.</p><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Awakening 7: The Golden Age</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>Designer / Team Lead</td>
</tr>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Big Fish Games</td>
</tr>
<tr>
<td>Genre</td>
<td>Hidden Object Puzzle Adventure</td>
</tr>
<tr>
<td>Timeline</td>
<td>Jan 2014 - Nov 2014</td>
</tr>
<tr>
<td>Online stores</td>
<td><a href="https://www.bigfishgames.com/games/8385/awakening-the-golden-age-collectors-edition/">BFG</a> - <a href="https://store.steampowered.com/app/586680/Awakening_The_Golden_Age_Collectors_Edition/">Steam</a></td>
</tr>
<tr>
<td>Let&apos;s play</td>
<td><a href="https://www.youtube.com/watch?v=WxX2oL3lrTg">YourGibs on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/awakening-7-the-golden-age/">Go to project page  	
&#x21FE;</a></div><!--kg-card-end: html--><hr><h2 id="2014-2015-monster-roller">2014-2015: Monster Roller	</h2><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/MR-1.png" width="574" height="1026" loading="lazy" alt="An Overview: 2011-2025"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/MR2.png" width="569" height="1022" loading="lazy" alt="An Overview: 2011-2025"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/MR3.png" width="573" height="1018" loading="lazy" alt="An Overview: 2011-2025"></div></div></div></figure><p>In <strong>Monster Roller</strong>, you play as a Roller &#x2014; one who hatches, raises, and collects monsters &#x2014; in order to fight fellow Rollers in the arena, earning fame, fortune, and gold. Whether you prefer to amass a collection of unique monsters, fight in real-time PVP, or want a single-player story mode while offline, Monster Roller has got you covered.</p><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Monster Roller</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>Designer / Team Lead</td>
</tr>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Boomzap (self-published)</td>
</tr>
<tr>
<td>Genre</td>
<td>RPG/Battling/PvP</td>
</tr>
<tr>
<td>Timeline</td>
<td>Dec 2014 - Dec 2015</td>
</tr>
<tr>
<td>Online Stores</td>
<td><a href="https://web.archive.org/web/20160321172244/https://play.google.com/store/apps/details?id=com.boomzap.monsterroller">Google Play Store (Archived)</a> - <a href="https://web.archive.org/web/20201108133337/https://apps.apple.com/app/id1050072854">iOS App Store (Archived)</a></td>
</tr>
<tr>
<td>Let&apos;s play</td>
<td><a href="https://www.youtube.com/watch?v=PxUXJLyTAqU&amp;t=2s">PROAPK on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/monster-roller/">Go to project page  	
&#x21FE;</a></div><!--kg-card-end: html--><hr><h2 id="2016-2018-maria-health">2016-2018: Maria Health</h2><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_43_16-.png" width="1799" height="1166" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2021-08-21-01_43_16-.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2021-08-21-01_43_16-.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/2021-08-21-01_43_16-.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_43_16-.png 1799w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_43_40-.png" width="1798" height="1160" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2021-08-21-01_43_40-.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2021-08-21-01_43_40-.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/2021-08-21-01_43_40-.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_43_40-.png 1798w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_44_52-.png" width="1778" height="1162" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2021-08-21-01_44_52-.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2021-08-21-01_44_52-.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/2021-08-21-01_44_52-.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_44_52-.png 1778w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_47_20-.png" width="1774" height="1163" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2021-08-21-01_47_20-.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2021-08-21-01_47_20-.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/2021-08-21-01_47_20-.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_47_20-.png 1774w" sizes="(min-width: 720px) 720px"></div></div></div></figure><p><strong>Maria Health</strong> is an online platform providing access to healthcare for all Filipinos. This is achieved through an online marketplace for prepaid health coverage as well as a matching process where small-to-medium enterprise owners are presented eligible plans from top HMOs in the Philippines based on factors such as company size, industry, and the like. This application of actuarial logic reduces the time and effort needed to present users with options side-by-side, assisting them in choosing the plan that best fits their needs.</p><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Maria Health</th>
</tr>
</thead>
<tbody>
<tr>
<td>Industry</td>
<td>Healthcare</td>
</tr>
<tr>
<td>My role</td>
<td>Developer (75% frontend, 25% backend)</td>
</tr>
<tr>
<td>Frameworks</td>
<td>Angular, Vue, Django</td>
</tr>
<tr>
<td>Timeline</td>
<td>July 2016 - Aug 2018</td>
</tr>
<tr>
<td>Link</td>
<td><a href="https://mariahealth.ph/">mariahealth.ph</a></td>
</tr>
<tr>
<td>Media / Press</td>
<td><a href="https://www.esquiremag.ph/money/movers/how-do-you-build-a-startup-called-maria-vincent-lau-left-silicon-valley-for-manila-to-revolutionize-the-hmo-industry-a2276-20181222-lfrm2">&quot;How do you build a startup called Maria&quot;</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/maria-health/">Go to project page  	
&#x21FE;</a></div><!--kg-card-end: html--><hr><h2 id="2018-2019-relentless">2018-2019: Relentless</h2><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/Battleground1.jpg" width="1349" height="675" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/Battleground1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/Battleground1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/Battleground1.jpg 1349w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/Battleground2.jpg" width="1349" height="675" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/Battleground2.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/Battleground2.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/Battleground2.jpg 1349w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2018-09-26-19_28_54-Zombie-Battleground.png" width="1029" height="774" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2018-09-26-19_28_54-Zombie-Battleground.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2018-09-26-19_28_54-Zombie-Battleground.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/2018-09-26-19_28_54-Zombie-Battleground.png 1029w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2018-09-27-00_14_08-3D03F3F0-CBA9-4F45-9C21-223D1C9F6673.MP4.png" width="1355" height="772" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2018-09-27-00_14_08-3D03F3F0-CBA9-4F45-9C21-223D1C9F6673.MP4.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2018-09-27-00_14_08-3D03F3F0-CBA9-4F45-9C21-223D1C9F6673.MP4.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/2018-09-27-00_14_08-3D03F3F0-CBA9-4F45-9C21-223D1C9F6673.MP4.png 1355w" sizes="(min-width: 720px) 720px"></div></div></div></figure><p><strong>Relentless</strong> (previously known as <strong>Zombie Battleground</strong>) is a trading card game (TCG) published and developed by <strong>Loom Network</strong>, where the cards themselves are on the Ethereum blockchain, guaranteeing the rarity and value of a card. Select a hero &#x2014; each with their own unique unlockackable skills &#x2014; to fight in real-time PVP in a post-apocalyptic world of zombies. Trade zombies in the online marketplace with confidence, knowing that there will only be a set number for each card &#x2014; eliminating the popular luck-based grind prevalent in online collectible games. Rarity is as real in Relentless as it is in the physical world.</p><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Relentless</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>QA (part-time), transitioned into Technical Designer (full-time)</td>
</tr>
<tr>
<td>Developer</td>
<td>Loom Network</td>
</tr>
<tr>
<td>Publisher</td>
<td>Loom Network (self-published)</td>
</tr>
<tr>
<td>Genre</td>
<td>Trading Card Game</td>
</tr>
<tr>
<td>Timeline</td>
<td>Early 2018- May 2019*</td>
</tr>
<tr>
<td>Online Download</td>
<td><a href="https://loom.games/releases/relentless-android.apk">Loom Network - APK</a> - <a href="https://web.archive.org/web/20190914195932if_/https://apps.apple.com/us/app/zombie-battleground-tcg/id1432628453">iOS App Store (Archived)</a> - <a href="https://loomx.io/developers/en/relentless.html">Open-Source (For Developers)</a></td>
</tr>
<tr>
<td>Let&apos;s play</td>
<td><a href="https://www.youtube.com/watch?v=6Ux3pX3-oGA&amp;t=6s">OGLPLAYS on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><p class="p-caption">
*I joined the Relentless team in August 2018.
</p><!--kg-card-end: html--><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/relentless-tcg-zombie-battleground/">Go to project page  	
&#x21FE;</a></div><!--kg-card-end: html--><hr><h2 id="2020-2025-copy-and-technical-writing-web-development">2020-2025: Copy and Technical Writing, Web Development</h2><figure class="kg-card kg-image-card"><img src="https://portfolio.sarasantillan.com/content/images/2025/01/semgrep-logo-dark-F_zJCZNg.svg" class="kg-image" alt="An Overview: 2011-2025" loading="lazy"></figure><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/Copy-of-imaginaires_black.png" width="2000" height="600" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/Copy-of-imaginaires_black.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/Copy-of-imaginaires_black.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/Copy-of-imaginaires_black.png 1600w, https://portfolio.sarasantillan.com/content/images/size/w2400/2021/09/Copy-of-imaginaires_black.png 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/workmark.png" width="2000" height="317" loading="lazy" alt="An Overview: 2011-2025" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/workmark.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/workmark.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/workmark.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/09/workmark.png 2400w" sizes="(min-width: 720px) 720px"></div></div></div></figure><!--kg-card-begin: html--><h4>
I write technical articles while independently developing brochure, blog, and/or portfolio sites for small companies and individuals.
</h4>
<p>Having been a bit of everything and having gone from game designer to web developer to product manager, I believe that clear, written communication contributes directly to a project&apos;s success.</p>
<div class="post-text-centered" style="padding-top:1.2rem;"><a class="post-anchor-button" href="mailto:sarasantillan@protonmail.com">Contact me  	
&#x21FE;</a></div><!--kg-card-end: html--><hr><!--kg-card-begin: markdown--><h4 id="more-information">More information</h4>
<p>The <strong><a href="https://portfolio.sarasantillan.com/frequently-asked-questions">FAQs page</a></strong> answers questions about my previous jobs, what technical documents I&apos;ve produced, and so on.</p>
<p>The <strong><a href="https://portfolio.sarasantillan.com/writing-samples/">writing samples page</a></strong> contains links some to apps/docs I&apos;ve made.</p>
<p>View all the commits I&apos;ve ever made in GitHub, including my <a href="https://github.com/s-santillan">technical writing work</a>.</p>
<p>Here&apos;s my <strong><a href="https://portfolio.sarasantillan.com/static/SaraSantillan_TechWriter_Product.pdf">resume</a>.</strong></p>
<h4 id="external-links">External links:</h4>
<ul>
<li><a href="https://www.mobygames.com/developer/sheet/view/developerId,581657/">My Mobygames page</a> (game design and writing credits)</li>
<li><a href="https://github.com/s-santillan">My Github</a></li>
</ul>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Otherworld 1: Spring of Shadows]]></title><description><![CDATA[Otherworld is a dark fantasy point-and-click adventure series. You play as a woman moving into an old house in the British countryside — only to discover that the previous family, including a little girl, went missing! You then make it your mission to save this girl from an evil spirit: the Shade.]]></description><link>https://portfolio.sarasantillan.com/otherworld-1-spring-of-shadows/</link><guid isPermaLink="false">612e504306340330efffd0ef</guid><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Sun, 15 Aug 2021 14:46:00 GMT</pubDate><media:content url="https://portfolio.sarasantillan.com/content/images/2021/09/rm009.png" medium="image"/><content:encoded><![CDATA[<figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs1_wall3_1366x768-1.jpg" width="1366" height="768" loading="lazy" alt="Otherworld 1: Spring of Shadows" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs1_wall3_1366x768-1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs1_wall3_1366x768-1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/gs1_wall3_1366x768-1.jpg 1366w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS1-FayWorld.png" width="1920" height="1080" loading="lazy" alt="Otherworld 1: Spring of Shadows" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS1-FayWorld.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS1-FayWorld.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS1-FayWorld.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS1-FayWorld.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS1-Dialog.png" width="1920" height="1080" loading="lazy" alt="Otherworld 1: Spring of Shadows" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS1-Dialog.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS1-Dialog.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS1-Dialog.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS1-Dialog.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS1-Shack.png" width="1920" height="1085" loading="lazy" alt="Otherworld 1: Spring of Shadows" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS1-Shack.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS1-Shack.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS1-Shack.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS1-Shack.png 1920w" sizes="(min-width: 720px) 720px"></div></div></div></figure><h2 id="project-description">Project Description</h2><img src="https://portfolio.sarasantillan.com/content/images/2021/09/rm009.png" alt="Otherworld 1: Spring of Shadows"><p>The late aughts brought about a renaissance in the point-and-click adventure genre. It all started in an an unlikely place: &quot;hidden object&quot; casual games, wherein a player had to find certain items on the screen, as though the player was a private investigator digging for clues. By combining hidden object games with different scenery, puzzles, and a story to tie them all together, the Hidden Object / Puzzle Adventure (HOPA) genre was born.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/huntsville.jpg" class="kg-image" alt="Otherworld 1: Spring of Shadows" loading="lazy" width="800" height="600" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/huntsville.jpg 600w, https://portfolio.sarasantillan.com/content/images/2021/09/huntsville.jpg 800w" sizes="(min-width: 720px) 720px"><figcaption><strong>Above:</strong> A screen from one of the earliest games that started it all. Mystery Case Files: Huntsville was published in 2005; the trend lasted a decade (<a href="http://www.editus.co.uk/games/huntsville.html">photo credit</a>).</figcaption></figure><p>Otherworld 1 was published by Big Fish Games at the crest of the HOPA trend in casual PC gaming and at the start of mobile gaming&apos;s growing popularity. It stepped up to the plate through the creation of unique puzzle mechanics within a world of dark fantasy &#x2014; unlike the ubiquitous player-as-detective storylines. Boomzap, my employer at the time, distinguished itself as a development studio specializing in the fantastic and strange.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs1_characters.png" class="kg-image" alt="Otherworld 1: Spring of Shadows" loading="lazy" width="1413" height="1024" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs1_characters.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs1_characters.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/gs1_characters.png 1413w" sizes="(min-width: 720px) 720px"><figcaption>Some creatures from Otherworld 1: the Faydragon, Kelpie and Hobgoblin. Designs by Janette Ramos, Greg Martinus, and Barry Ballaran.</figcaption></figure><p>Otherworld 1 was also one of Boomzap&apos;s<strong> earliest forays into porting from PC/Mac to mobile</strong> (iOS and Android) with all the attendant details that are meant to be seamless to the end-user: from minor changes in wording (changing &quot;click on x&quot; to &quot;tap on x&quot; till we finally settled on the most neutral &quot;select x&quot; to encompass all platforms) to how to handle zooming and clickzones, especially on teeny-tiny phone screens.</p><p>Otherworld 1 won a full five star review from <a href="https://www.gamezebo.com/2012/01/26/otherworld-spring-shadows-review/">Gamezebo</a> and <a href="https://web.archive.org/web/20160303223507/http://casualcharts.com/games/detail/otherworldspringofshadowscollectorsedition.html">peaked at #2</a> on the Big Fish Games charts. Based on localization sales, it did particularly well in Germany; its overall performance expanded Otherworld into a franchise, which continued with <a href="https://portfolio.sarasantillan.com/otherworld-2-omens-of-summer/">Otherworld 2</a>.</p><h2 id="my-role-and-responsibilities">My Role and Responsibilities</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>My role</th>
<th>Tester, transitioned to Junior Designer</th>
</tr>
</thead>
<tbody>
<tr>
<td>Core team size</td>
<td>10-15</td>
</tr>
<tr>
<td>Responsibilities</td>
<td>QA, Level Design (Scripting)</td>
</tr>
<tr>
<td>Documentation produced</td>
<td>Level-specific Game Design Document, Prototypes, Game Engine Documentation, Publisher Communication, Player Feedback Reports, Bug Reports (JIRA)</td>
</tr>
<tr>
<td>My tools</td>
<td>Photoshop, Excel (as game data exporter), Google Docs (pitch, feedback, and GDD), Google Sheets (task sheet, walkthrough), Basecamp, as well as proprietary company tools for level, video and UI elements</td>
</tr>
<tr>
<td>Credits</td>
<td><a href="https://www.mobygames.com/game/otherworld-spring-of-shadows">Mobygames</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><ul><li>A game designer&apos;s chief task depends on the stage of development; for Otherworld 1, the <strong>majority of my responsibility was to script / prototype / &quot;greybox&quot;.</strong> In this level design process, a designer will set up all the variables and assets needed for a level within the game, including all text, story beats, puzzles, and adventure mechanics.</li><li>Alongside scripting, I provided PSDs for the artists to use as a base to draw finalized assets. In a remote-only company such as Boomzap&apos;s, prototyping the entire game and providing PSDs are crucial protocols for communication between the designers, animators, and artists.</li><li>At the end of my 6-month training period, I was given the project to finish till it shipped (gold milestone) in January 2012.</li></ul><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/AddSparklies-Sara.jpg" width="1367" height="769" loading="lazy" alt="Otherworld 1: Spring of Shadows" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/AddSparklies-Sara.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/AddSparklies-Sara.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/AddSparklies-Sara.jpg 1367w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/OmensOfSumemr.png" width="1917" height="1086" loading="lazy" alt="Otherworld 1: Spring of Shadows" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/OmensOfSumemr.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/OmensOfSumemr.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/OmensOfSumemr.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/OmensOfSumemr.png 1917w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption>A puzzle in greybox, fully working in the game, and the final art side-by-side.</figcaption></figure><h3 id="what-is-greyboxing">What is Greyboxing?</h3><p>Adventure games are split into levels (chunks of gameplay with a set location, theme, and/or objective) where the main character typically finds clues to solve a mystery, catch a murderer, etc. Game design in this context is the structure of these tasks (solving a cipher, reconstructing a suspect&apos;s alibi, etc.) in such a way that the player <em>wants </em>to know more about the case or world they&apos;re in. Through a variety of puzzles, interactions with the scene in front of them, dialog, and cutscenes, the player appreciates the world they&apos;re in and wants to keep playing, as they&apos;re active participants in an unfolding story.</p><p>These interactions (picking up clues, etc.) within the level are entirely playable through <strong>high-level scripting logic</strong> written by the designer, with placeholder assets. The programmer&apos;s job, in contrast, is to provide the tools for the designer to design. By designing the level before any finalized assets are made, any artist, animator, or fellow designer can get a feel of the game and visualize the assets through their function, not just a game design document.</p><h2 id="project-specs">Project Specs</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Otherworld 1: Spring of Shadows</th>
</tr>
</thead>
<tbody>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Big Fish Games</td>
</tr>
<tr>
<td>Genre</td>
<td>Hidden Object Puzzle Adventure (HOPA)</td>
</tr>
<tr>
<td>Release date</td>
<td>January 23, 2012</td>
</tr>
<tr>
<td>Online stores</td>
<td><a href="https://www.bigfishgames.com/games/6996/otherworld-spring-shadows-collectors-edition/?pc">BFG</a> - <a href="https://store.steampowered.com/app/466030/Otherworld_Spring_of_Shadows_Collectors_Edition/">Steam</a></td>
</tr>
<tr>
<td>Platforms</td>
<td>PC, Mac, Android&#x2020;, iOS&#x2020;</td>
</tr>
<tr>
<td>Localization</td>
<td>German, French, Japanese, Spanish, Italian, Dutch, Portuguese</td>
</tr>
<tr>
<td>Let&apos;s play*</td>
<td><a href="https://www.youtube.com/watch?v=s-r4SeeBJro">Kawaii Games on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><p class="p-caption">
&#x2020;Android and iOS builds are no longer available from BFG&apos;s Play / App Stores.
</p>
<p class="p-caption">
<strong>*Let&apos;s play videos</strong> are playthroughs by players / fans. Neither the developer (Boomzap, my employer at the time) nor the publisher have any affiliation with these streamers / youtubers.
</p><!--kg-card-end: html--><h2 id="production-gallery">Production Gallery</h2><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/gallery1.png" class="kg-image" alt="Otherworld 1: Spring of Shadows" loading="lazy" width="1360" height="766" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/gallery1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/gallery1.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/gallery1.png 1360w" sizes="(min-width: 720px) 720px"><figcaption>The Shade, primary antagonist of the series. Designed by Mike Gonzales.</figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/gallery2.png" class="kg-image" alt="Otherworld 1: Spring of Shadows" loading="lazy" width="1362" height="766" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/gallery2.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/gallery2.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/gallery2.png 1362w" sizes="(min-width: 720px) 720px"><figcaption>Typical closeup or &quot;zoom window.&quot; Users click on points of interest identified by a magnifying glass cursor, which opens the closeup. The text contextualizes the image, builds the lore, and moves the story.</figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs1_curate1.png" class="kg-image" alt="Otherworld 1: Spring of Shadows" loading="lazy" width="1758" height="1220" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs1_curate1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs1_curate1.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/gs1_curate1.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/gs1_curate1.png 1758w" sizes="(min-width: 720px) 720px"><figcaption>Most of my day went into scripting: assigning events to variables, setting which variables were meant to be inventory items, giving each interactable element a name, and preparing PSDs with all the correct layer names, to pass to artists for final export.</figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/cb103a.png" class="kg-image" alt="Otherworld 1: Spring of Shadows" loading="lazy" width="1366" height="768" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/cb103a.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/cb103a.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/cb103a.png 1366w" sizes="(min-width: 720px) 720px"><figcaption>A combination-type puzzle in which the user presses on the cubes, changing their depth. The distortion in perspective cues the player instinctively, without the need for additional help text.</figcaption></figure><h2 id="other-media">Other Media</h2><p>I had a brief talk at an industry convention (Casual Connect 2012) about the company design process. The talk used Otherworld 1 for its samples. (<em>Warning:</em> the audio is loud.)</p><!--kg-card-begin: html--><figure class="folio-yt-embed">
<iframe width="560" height="315" frameborder="0" src="https://www.youtube.com/embed/9HrktEt31l4"></iframe></figure><!--kg-card-end: html--><h2 id="external-links">External Links</h2><ul><li><a href="https://www.quora.com/What-is-scripting-in-game-development">What is scripting in game development?</a></li><li><a href="https://www.gamasutra.com/view/feature/4314/quick_and_dirty_prototyping_a_.php?print=1">Quick And Dirty Prototyping: A Success Story</a> &#x2014; a Gamasutra feature written by my supervisor, outlining the company process</li></ul><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/overview-2011-2021/"> &#x21FD; Return to Overview 	
</a></div><!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Otherworld 2: Omens of Summer]]></title><description><![CDATA[Otherworld 2: Omens of Summer continues right after you rescue a little girl named Fiona from the malignant and powerful Shade. In this installment, you must barter with or outwit creatures such as the Nyx and Banshee as you try to stop a cataclysm called the Eternal Winter from happening.]]></description><link>https://portfolio.sarasantillan.com/otherworld-2-omens-of-summer/</link><guid isPermaLink="false">612e504306340330efffd0f0</guid><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Sat, 14 Aug 2021 14:49:00 GMT</pubDate><media:content url="https://portfolio.sarasantillan.com/content/images/2021/09/rm004_raw.png" medium="image"/><content:encoded><![CDATA[<figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs2_wall13_1366x768-1.jpg" width="1366" height="768" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs2_wall13_1366x768-1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs2_wall13_1366x768-1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/gs2_wall13_1366x768-1.jpg 1366w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs2-outside-1.png" width="1920" height="1080" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs2-outside-1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs2-outside-1.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/gs2-outside-1.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/gs2-outside-1.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs2-school-1.png" width="1920" height="1080" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs2-school-1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs2-school-1.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/gs2-school-1.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/gs2-school-1.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs2-tutorial-1.png" width="1920" height="1080" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs2-tutorial-1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs2-tutorial-1.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/gs2-tutorial-1.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/gs2-tutorial-1.png 1920w" sizes="(min-width: 720px) 720px"></div></div></div></figure><h2 id="project-description">Project Description</h2><img src="https://portfolio.sarasantillan.com/content/images/2021/09/rm004_raw.png" alt="Otherworld 2: Omens of Summer"><p>Following <a href="https://portfolio.sarasantillan.com/otherworld-1-spring-of-shadows/">Otherworld 1</a>&apos;s success, Otherworld 2 was greenlit and pre-production began immediately after shipping Otherworld 1. Otherworld 2 continued the trend of exploring folklore in the UK. It explored a wider world than the first Otherworld, while staying true to the theme of dark fantasy featuring fay creatures who sometimes helped &#x2014; or hindered &#x2014; the main characters.</p><p>Otherworld 2 had a <strong>non-linear level design</strong> where the players could choose what location / level to explore after the first hour; this was achieved through the use of flags which would trigger events that I wrote myself, without the need for a dedicated programmer. </p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/pixie.jpg" width="600" height="824" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/2021/09/pixie.jpg 600w"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/banshee.png" width="524" height="786" loading="lazy" alt="Otherworld 2: Omens of Summer"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/nyx.png" width="633" height="624" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/nyx.png 600w, https://portfolio.sarasantillan.com/content/images/2021/09/nyx.png 633w"></div></div></div><figcaption><strong>From left to right:</strong> Pixie, Banshee, and Nyx (also known as Nix or Nokken) concepts. Designs by: Janette Ramos, Myls Bunagan, and Barry Ballaran.</figcaption></figure><p>Management-wise, my goal was to get the best possible person working on what they did best &#x2014; as reflected in the art. The Otherworld franchise&apos;s art style was heavily influenced by Thomas Kinkade, and Otherworld 2&apos;s landscapes and scenery exemplifies this.</p><p>Otherworld 2 was again a success and a <a href="https://portfolio.sarasantillan.com/otherworld-3-shades-of-fall/">third Otherworld game </a>was greenlit.</p><h2 id="my-role-and-responsibilities">My Role and Responsibilities</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>My role</th>
<th>Designer / Team Lead</th>
</tr>
</thead>
<tbody>
<tr>
<td>Core team size</td>
<td>10-15</td>
</tr>
<tr>
<td>Responsibilities</td>
<td>Design &amp; Writing, Project Management, Production</td>
</tr>
<tr>
<td>Documentation produced</td>
<td>Game Design Document (finalization, editing), Pitch, Prototypes, Tasklist, Publisher Communication, Player Feedback Reports, Bug Reports (JIRA)</td>
</tr>
<tr>
<td>My tools</td>
<td>Photoshop, Excel (as game data exporter), Google Docs (pitch, feedback, and GDD), Google Sheets (task sheet, walkthrough), Basecamp, as well as proprietary company tools for level, video and UI elements</td>
</tr>
<tr>
<td>Credits</td>
<td><a href="https://www.mobygames.com/game/windows/otherworld-omens-of-summer-collectors-edition/credits">Mobygames</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><p>As the team lead, I was present on the first day until the game shipped &#x2014; all twelve months of development.</p><ul><li>I focused on high level design, writing, training artists and designers, and meeting milestones.</li><li>I wrote nearly all the in-game text in Otherworld 2, except the strategy guide, which was provided by the publisher.</li><li>Internally, this project <strong>developed the skills of artists and designers</strong>. The art and design team learned the basics of animation: tweens, softbodies, skeletal animation (rigging), and the like, which then translated to a better understanding of how to create and cut up assets for animation use.</li></ul><h2 id="project-specs">Project Specs</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Otherworld 2: Omens of Summer</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>Designer / Team Lead</td>
</tr>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Big Fish Games</td>
</tr>
<tr>
<td>Genre</td>
<td>Hidden Object Puzzle Adventure (HOPA)</td>
</tr>
<tr>
<td>Release Date</td>
<td>Feb 4, 2013</td>
</tr>
<tr>
<td>Online stores</td>
<td><a href="https://www.bigfishgames.com/games/8044/otherworld-omens-of-summer-ce/">BFG</a> - <a href="https://store.steampowered.com/app/586700/Otherworld_Omens_of_Summer_Collectors_Edition/">Steam</a></td>
</tr>
<tr>
<td>Platforms</td>
<td>PC, Mac, Android&#x2020;, iOS&#x2020;</td>
</tr>
<tr>
<td>Localization</td>
<td>German, French, Japanese, Spanish, Italian, Portuguese, Dutch</td>
</tr>
<tr>
<td>Let&apos;s play*</td>
<td><a href="https://www.youtube.com/watch?v=iO9HHPD_BL0">Kawaii Games on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><p class="p-caption">
&#x2020;Android and iOS builds are no longer available from BFG&apos;s Play / App Stores.
</p>
<p class="p-caption">
<strong>*Let&apos;s play videos</strong> are playthroughs by players / fans. Neither the developer (Boomzap, my employer at the time) nor the publisher have any affiliation with these streamers / youtubers.
</p><!--kg-card-end: html--><h2 id="production-gallerynarrative-design-in-the-lighthouse">Production Gallery - Narrative Design in the Lighthouse</h2><p>A primary conceit that the Otherworld series delved into was that fay creatures affected human lives and influenced human history. In Otherworld 2, the design team explored the belief in gremlins during World War 2 by exploring an old lighthouse that was shut down after the war.</p><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-02-17_56_45-Otherworld_-Omens-of-Summer-Collector-s-Edition.png" width="1368" height="767" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/2021-09-02-17_56_45-Otherworld_-Omens-of-Summer-Collector-s-Edition.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/2021-09-02-17_56_45-Otherworld_-Omens-of-Summer-Collector-s-Edition.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-02-17_56_45-Otherworld_-Omens-of-Summer-Collector-s-Edition.png 1368w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-02-17_50_22-Settings.png" width="1365" height="767" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/2021-09-02-17_50_22-Settings.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/2021-09-02-17_50_22-Settings.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-02-17_50_22-Settings.png 1365w" sizes="(min-width: 720px) 720px"></div></div></div></figure><p><strong>Research is always part of design work</strong>: one cannot simply show a lightbulb in a lighthouse (that would be ridiculous) &#x2014; we made sure to show a fresnel lens, a Mk V diving suit, and a Spitfire plane, to give the lighthouse a sense of history and realism.</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/divingsuits.png" width="1368" height="767" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/divingsuits.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/divingsuits.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/divingsuits.png 1368w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/fresnellens.png" width="1366" height="769" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/fresnellens.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/fresnellens.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/fresnellens.png 1366w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><strong>On the left:</strong> using a Hidden Object game to assemble the diving suits: faceplate, weights, and all. <strong>On the right:</strong> a working fresnel lens.</figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/spitfireplane.png" class="kg-image" alt="Otherworld 2: Omens of Summer" loading="lazy" width="1369" height="768" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/spitfireplane.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/spitfireplane.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/spitfireplane.png 1369w" sizes="(min-width: 720px) 720px"><figcaption>Spitfire plane and Mk V diving suit on Fiona, who also doubles as the hint button.</figcaption></figure><p>The design team also believed that <strong>player choice would increase engagement, even in a story-driven genre</strong>. While typical games in the point and click genre were completely linear, Otherworld 2 allowed the user to choose what location to explore first: a misty forest, a lighthouse, or the mountains.</p><h2 id="bug-gallery">Bug Gallery</h2><p>Fixing bugs usually took up the last month of development, from beta (also known as the <strong>content complete</strong> milestone) to gold. We&apos;d submit a <strong>release candidate (RC)</strong> in the last week of the beta period, and if they accepted the RC, that build would be considered gold master.</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/AddText.jpg" width="1367" height="769" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/AddText.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/AddText.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/AddText.jpg 1367w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/ScriptBug.jpg" width="1367" height="769" loading="lazy" alt="Otherworld 2: Omens of Summer" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/ScriptBug.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/ScriptBug.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/ScriptBug.jpg 1367w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption>One of the most common types of bugs for a designer to fix: missing localization (loc) strings.</figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-02-18_46_22-gs2_loc---Compatibility-Mode----Excel.png" class="kg-image" alt="Otherworld 2: Omens of Summer" loading="lazy" width="1612" height="734" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/2021-09-02-18_46_22-gs2_loc---Compatibility-Mode----Excel.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/2021-09-02-18_46_22-gs2_loc---Compatibility-Mode----Excel.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/2021-09-02-18_46_22-gs2_loc---Compatibility-Mode----Excel.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-02-18_46_22-gs2_loc---Compatibility-Mode----Excel.png 1612w" sizes="(min-width: 720px) 720px"><figcaption>The fix in the sheet for the upper right localization bug.</figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/broken-masks.jpg" class="kg-image" alt="Otherworld 2: Omens of Summer" loading="lazy" width="1364" height="768" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/broken-masks.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/broken-masks.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/broken-masks.jpg 1364w" sizes="(min-width: 720px) 720px"><figcaption>An animation masking or layering bug, assigned to animators to fix.</figcaption></figure><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/overview-2011-2021/"> &#x21FD; Return to Overview 	
</a></div><!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Otherworld 3: Shades of Fall]]></title><description><![CDATA[Otherworld 3: Shades of Fall takes you and your companions to various fantastical locations to uncover the true origins of the evil Shade. You discover that an artifact known as the Perpetual Prison can seal the Shade — but only the Elder Fay can finish the Prison, and time is running out.]]></description><link>https://portfolio.sarasantillan.com/otherworld-3-shades-of-fall/</link><guid isPermaLink="false">612e504306340330efffd0f2</guid><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Thu, 12 Aug 2021 14:50:00 GMT</pubDate><media:content url="https://portfolio.sarasantillan.com/content/images/2021/09/GS3_trailer_part3_with_Jamie.png" medium="image"/><content:encoded><![CDATA[<figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/gs3_wall4_1366x768-1.jpg" width="1366" height="768" loading="lazy" alt="Otherworld 3: Shades of Fall" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/gs3_wall4_1366x768-1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/gs3_wall4_1366x768-1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/gs3_wall4_1366x768-1.jpg 1366w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS3-HO.png" width="1920" height="1080" loading="lazy" alt="Otherworld 3: Shades of Fall" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS3-HO.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS3-HO.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS3-HO.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS3-HO.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS3-Selkie.png" width="1920" height="1080" loading="lazy" alt="Otherworld 3: Shades of Fall" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS3-Selkie.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS3-Selkie.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS3-Selkie.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS3-Selkie.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/GS3-Smith.png" width="1920" height="1080" loading="lazy" alt="Otherworld 3: Shades of Fall" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/GS3-Smith.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/GS3-Smith.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/GS3-Smith.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/GS3-Smith.png 1920w" sizes="(min-width: 720px) 720px"></div></div></div></figure><h2 id="project-description">Project Description</h2><img src="https://portfolio.sarasantillan.com/content/images/2021/09/GS3_trailer_part3_with_Jamie.png" alt="Otherworld 3: Shades of Fall"><p>Pitch work on Otherworld 3 started immediately after <a href="https://portfolio.sarasantillan.com/otherworld-2-omens-of-summer/">Otherworld 2</a>. &#xA0;<strong>This was my first time writing a pitch and game design document (GDD) from scratch.</strong> After a month in pre-production, Otherworld 3 was formally greenlit, marking the start of development. In Otherworld 3, you (as the main character) now have a concrete plan &#x2014; to finish the Perpetual Prison &#x2014; to stop the Shade, rather than simply responding to the threat of the Eternal Winter or exploring the fay world. I conceptualized the Perpetual Prison, envisioning it as a pyramid, a tomb fit for a king, which was meant to foreshadow the reveal of who the Shade truly was in the pantheon of fay creatures in the Otherworld.</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/perpetual-prison2.png" width="1152" height="864" loading="lazy" alt="Otherworld 3: Shades of Fall" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/perpetual-prison2.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/perpetual-prison2.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/perpetual-prison2.png 1152w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/lv_a2_locket1_prison2.png" width="365" height="340" loading="lazy" alt="Otherworld 3: Shades of Fall"></div></div></div><figcaption><strong>Left:</strong> My very first prototype design for the Perpetual Prison. <strong>Right:</strong> final art. <strong>Below:</strong> In-game implementation.</figcaption></figure><figure class="kg-card kg-image-card"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/PerpPrison.png" class="kg-image" alt="Otherworld 3: Shades of Fall" loading="lazy" width="898" height="765" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/PerpPrison.png 600w, https://portfolio.sarasantillan.com/content/images/2021/09/PerpPrison.png 898w" sizes="(min-width: 720px) 720px"></figure><p>Production was smooth for Otherworld 3, given that it was the third game and the team had spent two years together. This resulted in a total development period of only <strong>ten months, our fastest development period</strong> yet.</p><p>Despite process improvements, the Otherworld franchise was cancelled after initial pitch work on the final winter-themed game which would have resolved the story fully. At around that time, other Hidden Object Puzzle Adventure (HOPA) franchises within the company I worked for were wrapped up as well. I was reassigned to write an entirely new story for an existing franchise, which became the game <a href="https://portfolio.sarasantillan.com/awakening-7-the-golden-age/">Awakening 7.</a></p><h2 id="my-role-and-responsibilities">My Role and Responsibilities</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>My role</th>
<th>Designer / Team Lead</th>
</tr>
</thead>
<tbody>
<tr>
<td>Core team size</td>
<td>10-15</td>
</tr>
<tr>
<td>Responsibilities</td>
<td>Design &amp; Writing, Project Management, Production</td>
</tr>
<tr>
<td>Documentation produced</td>
<td>Pitch, Game Design Document, Tasklist, Prototypes, Publisher Communication, Player Feedback Reports, Bug Reports (JIRA)</td>
</tr>
<tr>
<td>My tools</td>
<td>Photoshop, Excel (as game data exporter), Google Docs (pitch, feedback, and GDD), Google Sheets (task sheet, walkthrough), Basecamp, as well as proprietary company tools for level, video and UI elements</td>
</tr>
<tr>
<td>Credits</td>
<td><a href="https://www.mobygames.com/game/windows/otherworld-shades-of-fall-collectors-edition/credits">Mobygames</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><ul><li>I reprised my role as designer and lead for Otherworld 3, this time <strong>writing the pitch and GDD fully</strong>, following company and publisher guidelines. &#xA0;</li><li>Additionally, I was able to train and keep a junior designer for much of Otherworld 3&apos;s development, who helped greatly in the level design. (Typically trainees &quot;graduated&quot; to own a different project within 3 months.)</li><li>I continued <strong>scripting and writing </strong>for much of production, transitioning to production / project management when <strong>handling client (publisher) feedback</strong> and change requests to the game.</li></ul><h2 id="project-specs">Project Specs</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Otherworld 3: Shades of Fall</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>Designer / Team Lead</td>
</tr>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Big Fish Games</td>
</tr>
<tr>
<td>Genre</td>
<td>Hidden Object Puzzle Adventure (HOPA)</td>
</tr>
<tr>
<td>Release Date</td>
<td>Oct 17, 2013</td>
</tr>
<tr>
<td>Online stores</td>
<td><a href="https://www.bigfishgames.com/games/6510/otherworld-shades-of-fall-ce/">BFG</a> - <a href="https://store.steampowered.com/app/696010/Otherworld_Shades_of_Fall_Collectors_Edition/">Steam</a></td>
</tr>
<tr>
<td>Platforms</td>
<td>PC, Mac, Android&#x2020;, iOS&#x2020;</td>
</tr>
<tr>
<td>Localization</td>
<td>German, French, Japanese, Spanish, Italian, Dutch, Portuguese</td>
</tr>
<tr>
<td>Let&apos;s play*</td>
<td><a href="https://www.youtube.com/watch?v=c9tFK2ghgzc">Kawaii Games on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><p class="p-caption">
&#x2020;Android and iOS builds are no longer available from BFG&apos;s Play / App Stores.
</p>
<p class="p-caption">
<strong>*Let&apos;s play videos</strong> are playthroughs by players / fans. Neither the developer (Boomzap, my employer at the time) nor the publisher have any affiliation with these streamers / youtubers.
</p><!--kg-card-end: html--><h2 id="production-gallery">Production Gallery</h2><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/ps017a-in-game.png" width="1024" height="768" loading="lazy" alt="Otherworld 3: Shades of Fall" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/ps017a-in-game.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/ps017a-in-game.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/ps017a-in-game.png 1024w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/ps017a-proto.png" width="1763" height="1010" loading="lazy" alt="Otherworld 3: Shades of Fall" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/ps017a-proto.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/ps017a-proto.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/ps017a-proto.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/09/ps017a-proto.png 1763w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><strong>Left:</strong> final game art c/o artists; <strong>Right:</strong> My prototype and data preparation. The layer colors are part of the communication / handoff process.</figcaption></figure><p></p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/lobby.jpg" width="1379" height="768" loading="lazy" alt="Otherworld 3: Shades of Fall" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/lobby.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/lobby.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/lobby.jpg 1379w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-02-20_28_56-F__Boomzap_2012-2016_HOPAs_GS3_builds_gs3_2013_10_21---XYplorerFree-17.40.0100--.png" width="1366" height="768" loading="lazy" alt="Otherworld 3: Shades of Fall" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/2021-09-02-20_28_56-F__Boomzap_2012-2016_HOPAs_GS3_builds_gs3_2013_10_21---XYplorerFree-17.40.0100--.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/2021-09-02-20_28_56-F__Boomzap_2012-2016_HOPAs_GS3_builds_gs3_2013_10_21---XYplorerFree-17.40.0100--.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-02-20_28_56-F__Boomzap_2012-2016_HOPAs_GS3_builds_gs3_2013_10_21---XYplorerFree-17.40.0100--.png 1366w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption>My rough on the left for the &quot;Marine Museum&quot; level; final in-game art on the right.</figcaption></figure><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/overview-2011-2021/"> &#x21FD; Return to Overview 	
</a></div><!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Awakening 7: The Golden Age]]></title><description><![CDATA[Subtitled "The Golden Age", Awakening 7 is a standalone adventure in the best-selling Awakening series. As Sasha, you must broker peace between humans and minotaurs on the brink of war. You're not alone: various allies lend their hand to your quest — but their true motives remain to be seen.]]></description><link>https://portfolio.sarasantillan.com/awakening-7-the-golden-age/</link><guid isPermaLink="false">612e504306340330efffd0f3</guid><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Wed, 11 Aug 2021 15:00:00 GMT</pubDate><media:content url="https://portfolio.sarasantillan.com/content/images/2021/09/43cb0620997485.562fa465ad27b.jpg" medium="image"/><content:encoded><![CDATA[<figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/title.jpg" width="1366" height="768" loading="lazy" alt="Awakening 7: The Golden Age" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/title.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/title.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/title.jpg 1366w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/ec7-3-1.png" width="1920" height="1084" loading="lazy" alt="Awakening 7: The Golden Age" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/ec7-3-1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/ec7-3-1.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/ec7-3-1.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/ec7-3-1.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/ec7-4.png" width="1920" height="1084" loading="lazy" alt="Awakening 7: The Golden Age" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/ec7-4.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/ec7-4.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/ec7-4.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/ec7-4.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/ec7-5.png" width="1920" height="1084" loading="lazy" alt="Awakening 7: The Golden Age" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/ec7-5.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/ec7-5.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/ec7-5.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/ec7-5.png 1920w" sizes="(min-width: 720px) 720px"></div></div></div></figure><h2 id="project-description">Project Description</h2><img src="https://portfolio.sarasantillan.com/content/images/2021/09/43cb0620997485.562fa465ad27b.jpg" alt="Awakening 7: The Golden Age"><p>Awakening 7 was &#xA0;made during the tail-end of the single-player, offline adventure genre under a <strong>try-before-you-buy business model</strong>. At around this time, the business model was <strong>shifting towards free-to-play</strong>. Despite the decline of &quot;traditional&quot; these Hidden Object Adventure Games (HOPAs), Boomzap invested in video improvements, which were applied to Awakening, giving it a more <strong>cinematic treatment</strong> than previous projects.</p><p>The project&apos;s production was the largest I&apos;d handled for any game during my time in Boomzap. Each major character &#xA0;&#x2014; a ranger, a little girl, several minotaurs, and even a dragon &#x2014; had an individual 3D model, and the cinematics were no longer confined to painted landscape backgrounds, a stark contrast to previous projects, in which cinematics were strictly in between at least 30 minutes of gameplay, with no 3D assets at all. There were also more voice over assets for Awakening 7 and more cutscenes / interstitials, spaced every few puzzles apart.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/samp.png" class="kg-image" alt="Awakening 7: The Golden Age" loading="lazy" width="1250" height="703" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/samp.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/samp.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/samp.png 1250w" sizes="(min-width: 720px) 720px"><figcaption>My personal notes on early plot events in the story, superimposed over an artist&apos;s rough.</figcaption></figure><p>While I rarely made requests to the programmers on game engine improvements, I did request a specific feature for Awakening 7:<strong> the use of interpolations (linear, cubic, bounce, elastic, etc) in the video editor.</strong> Up until that point, interpolations were done manually. This small <strong>quality-of-life improvement</strong> powered up even the most junior of artist-animators who would have otherwise spent a few hours tweaking keyframes in order to create a realistic animation.</p><p>Awakening 7 launched in November 2014. By then, mobile and free-to-play were the dominant platform and business model. Resources were moved to those departments. I was assigned to design games for mobile, beginning with <a href="https://portfolio.sarasantillan.com/monster-roller/">Monster Roller</a>.</p><h2 id="my-role-and-responsibilities">My Role and Responsibilities</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>My role</th>
<th>Designer / Team Lead</th>
</tr>
</thead>
<tbody>
<tr>
<td>Core team size</td>
<td>10-15</td>
</tr>
<tr>
<td>Responsibilities</td>
<td>Design &amp; Writing, Project Management, Production</td>
</tr>
<tr>
<td>Documentation produced</td>
<td>Pitch, Game Design Document, Tasklist, Prototypes, Feature Request Documents, Publisher Communication, Player Feedback Reports, Bug Reports (JIRA)</td>
</tr>
<tr>
<td>My tools</td>
<td>Photoshop, Excel (as game data exporter), Google Docs (pitch, feedback, and GDD), Google Sheets (task sheet, walkthrough), Basecamp, as well as proprietary company tools for level, video and UI elements</td>
</tr>
<tr>
<td>Credits</td>
<td><a href="https://www.mobygames.com/game/windows/awakening-the-golden-age/credits">Mobygames</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><p></p><p>My time in Awakening 7 was <strong>split between high level, project management duties and narrative design</strong>, making sure that the game&apos;s story made sense and that everyone on the team was on the same page. While in previous projects the team worked linearly, Awakening 7&apos;s team was split between me and a fellow designer (my trainee) working on different parts of the game, so it was important to occasionally check that we hadn&apos;t accidentally mixed up our puzzles or story beats. Apart from that, my tasks in writing, designing, and directing my half of the game remained the same as in my <a href="https://portfolio.sarasantillan.com/otherworld-3-shades-of-fall/">previous project</a>.</p><h2 id="project-specs">Project Specs</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Awakening 7: The Golden Age</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>Designer / Team Lead</td>
</tr>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Big Fish Games</td>
</tr>
<tr>
<td>Genre</td>
<td>Hidden Object Puzzle Adventure (HOPA)</td>
</tr>
<tr>
<td>Release Date</td>
<td>Nov 1, 2014</td>
</tr>
<tr>
<td>Online stores</td>
<td><a href="https://www.bigfishgames.com/games/8385/awakening-the-golden-age-collectors-edition/">BFG</a> - <a href="https://store.steampowered.com/app/586680/Awakening_The_Golden_Age_Collectors_Edition/">Steam</a></td>
</tr>
<tr>
<td>Platforms</td>
<td>PC, Mac, Android&#x2020;, iOS&#x2020;</td>
</tr>
<tr>
<td>Localization</td>
<td>German, French, Japanese, Spanish, Italian, Dutch, Portuguese</td>
</tr>
<tr>
<td>Let&apos;s play*</td>
<td><a href="https://www.youtube.com/watch?v=WxX2oL3lrTg">YourGibs on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><p class="p-caption">
&#x2020;Android and iOS builds are no longer available from BFG&apos;s Play / App Stores.
</p>
<p class="p-caption">
<strong>*Let&apos;s play videos</strong> are playthroughs by players / fans. Neither the developer (Boomzap, my employer at the time) nor the publisher have any affiliation with these streamers / youtubers.
</p><!--kg-card-end: html--><h2 id="production-gallery-%E2%80%94-experiments-and-concepts">Production Gallery &#x2014; Experiments and Concepts</h2><p>Previous portfolio pages explored what bugs might pop up in this genre. For EC7, where the focus relied heavily on big, attention-grabbing moments, we did more pre-production and planning to lessen revison times.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/storyboard-1.png" class="kg-image" alt="Awakening 7: The Golden Age" loading="lazy" width="1228" height="950" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/storyboard-1.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/storyboard-1.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/storyboard-1.png 1228w" sizes="(min-width: 720px) 720px"><figcaption>The design team spent more time working with artists to storyboard a greater volume of cutscenes and interstitials.</figcaption></figure><p></p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/3d.jpg" class="kg-image" alt="Awakening 7: The Golden Age" loading="lazy" width="1366" height="760" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/3d.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/3d.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/3d.jpg 1366w" sizes="(min-width: 720px) 720px"><figcaption>Early experiments in merging low-poly models with 2D painted backgrounds yielded a <strong>mismatched look </strong>between the 3D assets and background.</figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/ec7-2.png" class="kg-image" alt="Awakening 7: The Golden Age" loading="lazy" width="1920" height="1084" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/ec7-2.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/ec7-2.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/ec7-2.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/09/ec7-2.png 1920w" sizes="(min-width: 720px) 720px"><figcaption>The artists made the call to paint over frames as necessary. Here&apos;s the final idle standing animation. The 3D frames helped the artists by providing a base for any pose which they could paint over quickly.</figcaption></figure><p></p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/surveymapagain.jpg" class="kg-image" alt="Awakening 7: The Golden Age" loading="lazy" width="1366" height="768" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/surveymapagain.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/surveymapagain.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/surveymapagain.jpg 1366w" sizes="(min-width: 720px) 720px"><figcaption>One of the many design charts for the game. The icons indicate which scenes have a certain type of interaction: jigsaw pieces for puzzles, exclamation points for cinematics, and so on. With this chart, I can easily create asset lists and production requirements.</figcaption></figure><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/overview-2011-2021/"> &#x21FD; Return to Overview 	
</a></div><!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Monster Roller]]></title><description><![CDATA[In Monster Roller, you play as a Roller — one who hatches, raises, and collects monsters — in order to earn fame, fortune, and gold by fighting fellow Rollers in the Arena. Amass a collection of monsters, fight in real-time PVP, or explore a single-player story mode while offline.]]></description><link>https://portfolio.sarasantillan.com/monster-roller/</link><guid isPermaLink="false">612e504306340330efffd0f7</guid><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Tue, 10 Aug 2021 15:20:00 GMT</pubDate><media:content url="https://portfolio.sarasantillan.com/content/images/2021/09/battle_tower2.png" medium="image"/><content:encoded><![CDATA[<figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/MR-1.png" width="574" height="1026" loading="lazy" alt="Monster Roller"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/MR2.png" width="569" height="1022" loading="lazy" alt="Monster Roller"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/MR3.png" width="573" height="1018" loading="lazy" alt="Monster Roller"></div></div></div></figure><h2 id="project-description">Project Description</h2><img src="https://portfolio.sarasantillan.com/content/images/2021/09/battle_tower2.png" alt="Monster Roller"><p>2015 saw the rise of the midcore genre in mobile games and the emergence of the Chinese market. Fueled by those trends, developers sought to create games with indefinite play times and a <strong>free-to-play model</strong>, either through subscriptions, micropayments, ads, or some combination of all three. Predictably, the market was (and has been since) dominated by content-heavy, collectible-based, multiplayer games centered on events/arcs with multiple revenue streams. Monster Roller was my team&apos;s attempt to give the users options on how they&apos;d play (and/or pay) the game while balancing the &quot;grind&quot; as well as tactics and mechanics.</p><p>Unlike other projects, where I pitched to a publisher, from the start of Monster Roller the concept was given to me. I was instructed to make a game using a <strong>slot machine design</strong> &#x2014; a gambling mechanism so culturally associated with luck and a lack of control that it&apos;s called &quot;the one-armed bandit&quot; &#x2014; while still ensuring the game itself would be a battle of skill through good player choices, not randomness. This assignment was something of an uphill battle, working in reverse to convince players &quot;we&apos;re not luck-based, really!&quot; We were also mandated to make the game fully PvP (Player vs Player) with a single-player campaign for offline play. I did scream, in public, at work, but then I went to my corner and started sketching.</p><p>For this project, we researched player expectations on midcore games, specifically deck building games. (As in many studios, Hearthstone was constantly mentioned, though the game bears little resemblance to Hearthstone.) Unlike with pure casual games, midcore games have a built-in language that we could build off of; we didn&apos;t have to start with an empty slate in the player&apos;s mind.</p><h3 id="a-blend-of-deck-management-and-rpg-mechanics">A Blend of Deck Management and RPG Mechanics</h3><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/IMG_1203.JPG" width="720" height="960" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/IMG_1203.JPG 600w, https://portfolio.sarasantillan.com/content/images/2021/09/IMG_1203.JPG 720w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/IMG_1202.JPG" width="960" height="720" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/IMG_1202.JPG 600w, https://portfolio.sarasantillan.com/content/images/2021/09/IMG_1202.JPG 960w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption>The team playing the game with cards and die. We re-balanced the stats by writing on index cards attached to the cards with paperclips.</figcaption></figure><p>The original inspiration for Monster Roller came from turn-based trading card games and RPG (Role Playing Games) battle systems. In most battle systems familiar to hardcore gamers, a &#xA0;blow during a fight can either be: </p><ul><li>a regular attack, dealing damage based on a strength stat, </li><li>a critical attack, dealing more damage, </li><li>or a fumble, where the blow doesn&apos;t land or does minimal damage.</li></ul><p>In classic games like Dungeons and Dragons, the chance or degree of success of that blow depends on the <strong>roll of the die</strong>. Instead of die, Monster Roller used slots so the difference was in how the RNG (Random Number Generator) was <em>presented</em>.</p><p>The linchpin was how well we&apos;d communicate to the player that &quot;it&apos;s just like the RNG in your typical RPG!&quot; The typical mapping in a gamer&apos;s mind would be that the slots corresponded to random actions (attack, defend, skill/magic, etc.) &#x2014; we had to make sure it was clear this <em>wasn&apos;t </em>what the game would be like. This is not easy, because die make it clear that some variable is manipulated by <em>degree</em> while slots imply that the variable is manipulated is <em>type.</em></p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/MR-die.png" class="kg-image" alt="Monster Roller" loading="lazy" width="1360" height="880" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/MR-die.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/MR-die.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/MR-die.png 1360w" sizes="(min-width: 720px) 720px"><figcaption><strong>Dice vs Slots:</strong> The difference is in player perception and expectation.</figcaption></figure><p>We also kept the concept of a &quot;party&quot; of monsters/companions traveling and fighting together. In most RPG games there are 3-4 active participants in a fight, with the option to swap out. In Monster Roller, in order to give the player more ways to respond to an enemy strategy, we had a total of 6 monsters per battle, with three (which we called the <strong>frontline</strong>) fighting at a time. The next three monsters in a party were called the <strong>bench</strong>, and could be swapped out at any time during the player&apos;s turn.</p><p>Then the slot concept was molded around sensible, well-known mechanics, to work with them rather than against them. Say you&apos;re a fighter with an assortment of punches and kicks that do roughly the same amount of damage. They&apos;d all deal a &quot;normal&quot; amount of damage, but are different types of attack. We applied that to Monster Roller (albeit with more clawing and biting) in which a viable strategy would be to create a party that maximized having attacks of the same type &#x2014; because they all had the same icon, and having the same icon in slot machines means hitting a jackpot.</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/DamageJackpot.jpg" width="377" height="755" loading="lazy" alt="Monster Roller"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/DamageJackpot2.jpg" width="377" height="755" loading="lazy" alt="Monster Roller"></div></div></div><figcaption><strong>A Damage Jackpot:</strong> Upon getting 3 of a kind (sharing a yellow background), a weak wave of damage hits the enemy. There&apos;s also a much larger jackpot for 3 of a kind matching in color and icon (such as 3 Bites).</figcaption></figure><p>This introduced the importance of &quot;<strong>party management</strong>&quot; in a manner distilled for quick mobile gaming sessions. We further built on this system by having <strong>roles </strong>for monsters: some monsters can attack, but some monsters can heal, can poison the enemy, can defend others, and so on. Thus, the core mechanic of Monster Roller was much the same as many card games: it boiled down to <em>what </em>cards are in your deck, which are then use to create certain plays and card combinations &#x2014; basic deck management. Below is the Team UI screen which helps users decide on what monsters to group together. Through the creation of a visual and textual language, mechanics such as Roles and Jackpots are clear and intuitive to the player.</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/TeamUI1.jpg" width="1080" height="2160" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/TeamUI1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/TeamUI1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/TeamUI1.jpg 1080w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2021-09-09-01-25-45-332_com.boomzap.monsterroller.jpg" width="1080" height="2160" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/Screenshot_2021-09-09-01-25-45-332_com.boomzap.monsterroller.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/Screenshot_2021-09-09-01-25-45-332_com.boomzap.monsterroller.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2021-09-09-01-25-45-332_com.boomzap.monsterroller.jpg 1080w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2021-09-09-01-25-41-694_com.boomzap.monsterroller.jpg" width="1080" height="2160" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/Screenshot_2021-09-09-01-25-41-694_com.boomzap.monsterroller.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/Screenshot_2021-09-09-01-25-41-694_com.boomzap.monsterroller.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2021-09-09-01-25-41-694_com.boomzap.monsterroller.jpg 1080w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><strong>Left:</strong> Deck management in the &quot;Teams&quot; tab. It&apos;s busy, but you can easily see which monsters are compatible, and you can swap between the Frontline and Bench. <strong>Center &amp; Right</strong>: A &quot;card&quot; for a single monster, who has the role of a Supporter.</figcaption></figure><p>Two other ingredients rounded out a player&apos;s decision-making process in battle: the order in which monsters play their abilities (the Switchout system), and the Auto-Targeting system, which was influenced by monster elements and area-of-effect. But these systems are beyond the scope of this portfolio. More in-depth information on how we prototyped these systems to work together, and what these systems are, can be seen in my Monster Roller Retrospective (link forthcoming).</p><h3 id="the-marketing-design-connection">The Marketing-Design Connection</h3><p>Because the game was self-published by Boomzap, marketing and design worked together to get the word out. </p><ul><li>Marketing and design jointly collaborated on the press kit. I wrote all the copy for both iOS and Google Play stores; our Marketing Head edited everything I wrote and provided me with a requirements list with word counts and descriptions.</li><li>Either I or an artist contributed weekly content to a <a href="https://web.archive.org/web/20190209011628/http://monsters.boomzap.com/">Wordpress blog</a> for a year, detailing the process of creating the game. This also helped Marketing provide content in case they needed to do press work while I was unavailable.</li><li>We attended local gaming cons to spread the word, such as ESGS 2015, where we were able to present a beta build in their indie corner and ramp up awareness of the game.</li></ul><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/mrstage-1.jpg" width="600" height="450" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/2021/09/mrstage-1.jpg 600w"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/mrwin-4.jpg" width="960" height="720" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/mrwin-4.jpg 600w, https://portfolio.sarasantillan.com/content/images/2021/09/mrwin-4.jpg 960w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption>Me and my team promoting the game at a local convention.</figcaption></figure><h2 id="my-role-and-responsibilities">My Role and Responsibilities</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>My role</th>
<th>Designer / Team Lead</th>
</tr>
</thead>
<tbody>
<tr>
<td>Core team size</td>
<td>10-15</td>
</tr>
<tr>
<td>Responsibilities</td>
<td>Design &amp; Writing, Project Management, Prototyping</td>
</tr>
<tr>
<td>Documentation produced</td>
<td>Pitch Deck, Prototypes, Tasklist, Feature Request Documents, Player Feedback Reports, Analytics, Bug Reports (Mantis)</td>
</tr>
<tr>
<td>My tools</td>
<td>Photoshop, Excel (as game data exporter), Google Docs (pitch, feedback, and GDD), Google Sheets (task sheet, walkthrough), Basecamp, Flurry, as well as proprietary company tools for level, video and UI elements</td>
</tr>
<tr>
<td>Credits</td>
<td><a href="https://www.mobygames.com/game/windows/otherworld-shades-of-fall-collectors-edition/credits">Mobygames</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><ul><li>I did <strong>product research</strong>, specifically for midcore mobile games, board games, and card games. This included industry research such as compliance for region-specific laws such as COPPA, indie publishing models (Kickstarter was on the rise) and self-publishing analytics.</li><li>I designed the <strong>rough look of the UI and the flow for the UX.</strong> I decided on the text of the buttons, the grouping of information in each screen, and the way the information would be presented (whether card, list, or some other pattern.) This includes making prototype animation, drawing roughs, etc. The artists would then finalize my sketches.</li><li>I handled the <strong>stat balancing</strong>, which we did based on percents of a character&apos;s HP.</li><li>I handled the <strong>events funnel</strong> of the game through analytics. We used Flurry to drill down to what stage or event the user had given up on, giving us the opportunity to &quot;smoothen the funnel.&quot;</li><li>Through collaboration with the marketing team, we created a <strong>press kit</strong> with a trailer, screenshots, and text (my contribution) for both iOS and Android stores.</li></ul><h2 id="project-specs">Project Specs</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Monster Roller</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>Designer / Team Lead</td>
</tr>
<tr>
<td>Developer</td>
<td>Boomzap</td>
</tr>
<tr>
<td>Publisher</td>
<td>Boomzap (self-published)</td>
</tr>
<tr>
<td>Genre</td>
<td>Midcore RPG / Deck Building</td>
</tr>
<tr>
<td>Release Date</td>
<td>Oct 17, 2013</td>
</tr>
<tr>
<td>Platforms</td>
<td>iOS, Android</td>
</tr>
<tr>
<td>Localization</td>
<td>SEA Localization: English, Taglish, Vietnamese, Thai, Indonesian</td>
</tr>
<tr>
<td>Online Stores</td>
<td><a href="https://web.archive.org/web/20160321172244/https://play.google.com/store/apps/details?id=com.boomzap.monsterroller">Google Play Store (Archived)</a> - <a href="https://web.archive.org/web/20201108133337/https://apps.apple.com/app/id1050072854">iOS App Store (Archived - link may not load)</a></td>
</tr>
<tr>
<td>Let&apos;s play</td>
<td><a href="https://www.youtube.com/watch?v=PxUXJLyTAqU&amp;t=2s">PROAPK on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><h2 id="production-gallery">Production Gallery</h2><p>Whereas my previous adventure / point-and-click games were content-heavy with plenty of story writing and assets, Monster Roller was the opposite, where we made iteration after iteration of new UI patterns and UX tweaks. First we did these on cards, then on Excel, then we went through a new UI again and again. <strong>At no phase of alpha or content development was the UI / UX held sacred or final</strong>: it could change at any time, and as soon as the next day&apos;s build. We stopped touching the UI / UX flows only when we hit beta (content complete).</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/TutorialRequest.jpg" width="1279" height="1136" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/TutorialRequest.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/TutorialRequest.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/TutorialRequest.jpg 1279w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/TutorialFinal.jpg" width="583" height="1030" loading="lazy" alt="Monster Roller"></div></div></div><figcaption><strong>Tutorial development:</strong> My request on the left and a sample finished screen on the right. In the end, we didn&apos;t implement the &quot;small message box.&quot; Other nice trimmings added later included the ability to choose Ottilery&apos;s pose.</figcaption></figure><p></p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/study2-a.jpg" width="2000" height="2667" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/study2-a.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/study2-a.jpg 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/study2-a.jpg 1600w, https://portfolio.sarasantillan.com/content/images/size/w2400/2021/09/study2-a.jpg 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/Team_version2_completeWIDGET.jpg" width="640" height="1136" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/Team_version2_completeWIDGET.jpg 600w, https://portfolio.sarasantillan.com/content/images/2021/09/Team_version2_completeWIDGET.jpg 640w"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/OldUI.jpg" width="640" height="1136" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/OldUI.jpg 600w, https://portfolio.sarasantillan.com/content/images/2021/09/OldUI.jpg 640w"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/very-simple-1.gif" width="640" height="1136" loading="lazy" alt="Monster Roller"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/OldNomenclature.jpg" width="385" height="682" loading="lazy" alt="Monster Roller"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/MR3.png" width="573" height="1018" loading="lazy" alt="Monster Roller"></div></div></div><figcaption><strong>Various prototypes. Left:</strong> my battle UI sketch and lo-fi UX for jackpots. <strong>Middle:</strong> old &quot;Teambuilder&quot; UIs. <strong>Right:</strong> Monster View UI. Note the evolution of the Play button (Initially &quot;Quests&quot;) &#x2014; from having no emphasis, to an increase in size, to a simplification of the whole UI to evoke the feeling of an arcade and the satisfying press of a large button. Skeuomorphic design has its place in games.</figcaption></figure><p></p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/ScreenHunter_950-Dec.-15-22.29.jpg" width="859" height="821" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/ScreenHunter_950-Dec.-15-22.29.jpg 600w, https://portfolio.sarasantillan.com/content/images/2021/09/ScreenHunter_950-Dec.-15-22.29.jpg 859w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/ScreenHunter_441-Aug.-14-15.39.jpg" width="1839" height="864" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/ScreenHunter_441-Aug.-14-15.39.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/ScreenHunter_441-Aug.-14-15.39.jpg 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/ScreenHunter_441-Aug.-14-15.39.jpg 1600w, https://portfolio.sarasantillan.com/content/images/2021/09/ScreenHunter_441-Aug.-14-15.39.jpg 1839w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><strong>A peek into our daily development:</strong> a Trello snapshot and my initial UX flow for daily challenges.</figcaption></figure><p></p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2016-01-21-13-19-49.png" width="720" height="1280" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/Screenshot_2016-01-21-13-19-49.png 600w, https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2016-01-21-13-19-49.png 720w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2021-09-09-01-25-45-332_com.boomzap.monsterroller-1.jpg" width="1080" height="2160" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/Screenshot_2021-09-09-01-25-45-332_com.boomzap.monsterroller-1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/Screenshot_2021-09-09-01-25-45-332_com.boomzap.monsterroller-1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2021-09-09-01-25-45-332_com.boomzap.monsterroller-1.jpg 1080w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2021-09-09-01-25-24-876_com.boomzap.monsterroller.jpg" width="1080" height="2160" loading="lazy" alt="Monster Roller" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/Screenshot_2021-09-09-01-25-24-876_com.boomzap.monsterroller.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/Screenshot_2021-09-09-01-25-24-876_com.boomzap.monsterroller.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/09/Screenshot_2021-09-09-01-25-24-876_com.boomzap.monsterroller.jpg 1080w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><strong>Text, text, text:</strong> All quests, challenges, monsters, slots, jackpots, and so on need at the very least &quot;flavor text.&quot; Most features will have tutorial and/or instructional text that needs to be understood by a wide age range.</figcaption></figure><h2 id="external-links">External Links</h2><ul><li><a href="https://web.archive.org/web/20190209011550/http://monsters.boomzap.com/">Monster Roller Development Blog (Web Archive)</a></li><li>Gamasutra feature: <a href="https://blog.sarasantillan.com/feature-requirements-in-games/">self-hosted with correct images</a> | <a href="https://www.gamedeveloper.com/business/feature-requirements-in-games">gamedeveloper.com (images broken)</a> | <a href="https://web.archive.org/web/20151010181942/https://www.gamasutra.com/blogs/SaraSantillan/20150818/251544/Feature_Requirements_in_Games.php">archive on gamasutra with images</a></li></ul><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/overview-2011-2021/"> &#x21FD; Return to Overview 	
</a></div><!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Maria Health]]></title><description><![CDATA[After shipping 5 games, I was ready to move on to more real-world applications of my skillset. I worked for two years at a healthcare startup, where I did a mix of frontend and backend work to develop a web app that would help individuals and companies find a healthcare plan for their needs.]]></description><link>https://portfolio.sarasantillan.com/maria-health/</link><guid isPermaLink="false">612e504306340330efffd0f4</guid><category><![CDATA[maria health]]></category><category><![CDATA[software development]]></category><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Mon, 09 Aug 2021 15:02:00 GMT</pubDate><media:content url="https://portfolio.sarasantillan.com/content/images/2021/09/mariahealth_5.png" medium="image"/><content:encoded><![CDATA[<figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_43_16-.png" width="1799" height="1166" loading="lazy" alt="Maria Health" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2021-08-21-01_43_16-.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2021-08-21-01_43_16-.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/2021-08-21-01_43_16-.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_43_16-.png 1799w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_43_40-.png" width="1798" height="1160" loading="lazy" alt="Maria Health" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2021-08-21-01_43_40-.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2021-08-21-01_43_40-.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/2021-08-21-01_43_40-.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_43_40-.png 1798w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_44_52-.png" width="1778" height="1162" loading="lazy" alt="Maria Health" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2021-08-21-01_44_52-.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2021-08-21-01_44_52-.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/2021-08-21-01_44_52-.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_44_52-.png 1778w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_47_20-.png" width="1774" height="1163" loading="lazy" alt="Maria Health" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2021-08-21-01_47_20-.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2021-08-21-01_47_20-.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/08/2021-08-21-01_47_20-.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/08/2021-08-21-01_47_20-.png 1774w" sizes="(min-width: 720px) 720px"></div></div></div></figure><h2 id="project-description">Project Description</h2><img src="https://portfolio.sarasantillan.com/content/images/2021/09/mariahealth_5.png" alt="Maria Health"><p><strong><strong>Maria Health</strong></strong> is an online platform providing access to healthcare for all Filipinos. This is achieved through a marketplace for prepaid health coverage as well as a matching process where small-to-medium enterprise owners are presented eligible plans from top HMOs in the Philippines based on factors such as company size, industry, and the like. This application of actuarial logic reduces the time and effort needed to present users with options side-by-side, assisting them in choosing the plan that best fits their needs.</p><h2 id="my-roles-and-responsibilities">My Roles and Responsibilities</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>My role</th>
<th>Developer (75% Frontend, 25% Backend)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Core team size</td>
<td>less than 20 during my employment</td>
</tr>
<tr>
<td>Responsibilities</td>
<td>Manage copy app (microservice API), implement designs, occasionally onboard new team members and train sales &amp; product team to use the backend dashboard</td>
</tr>
<tr>
<td>Documentation produced</td>
<td>Onboarding decks for sales &amp; product, code documentation (specifically for payment partners &amp; glue logic)</td>
</tr>
<tr>
<td>Frameworks</td>
<td>Angular, Vue, Django</td>
</tr>
<tr>
<td>Industry</td>
<td>Healthcare</td>
</tr>
<tr>
<td>My tools</td>
<td>Trello, Pivotal Tracker, GVim/Sublime/VSCode, Figma, BrowserStack</td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><p></p><ul><li>I coded frontend pages in Angular for a year, following design spec. These included: Contact Us, Cart, various landing pages, and Plan Comparison pages.</li><li>I handled the migration to Vue and Webpack in 2017, rewriting the entire site&apos;s frontend into Vue.</li><li>I created a microcopy app in the backend, with shortcodes to every line of text in the web site. Coupled with VWO Insights A/B testing, this allowed the product team to update old copy to a better-converting text anywhere on the site, instantly from the dashboard, and without the need to go through developers. This resulted in faster conversion improvements.</li><li>I wrote documentation on how to use the admin dashboard for use by Sales and Product.</li><li>I briefly wrote Selenium tests (using the Python webdriver) for automated Cart testing.</li></ul><h2 id="project-specs">Project Specs</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Maria Health</th>
</tr>
</thead>
<tbody>
<tr>
<td>Frameworks</td>
<td>Angular, Vue, Django</td>
</tr>
<tr>
<td>Link</td>
<td><a href="https://mariahealth.ph/">mariahealth.ph</a></td>
</tr>
<tr>
<td>Media / Press</td>
<td><a href="https://www.esquiremag.ph/money/movers/how-do-you-build-a-startup-called-maria-vincent-lau-left-silicon-valley-for-manila-to-revolutionize-the-hmo-industry-a2276-20181222-lfrm2">&quot;How do you build a startup called Maria&quot;</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/overview-2011-2021/"> &#x21FD; Return to Overview 	
</a></div><!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Relentless TCG (Zombie Battleground)]]></title><description><![CDATA[Relentless (previously known as Zombie Battleground) is a trading card game (TCG) published and developed by Loom Network, where the cards themselves are on the Ethereum blockchain, guaranteeing the rarity and value of a card.]]></description><link>https://portfolio.sarasantillan.com/relentless-tcg-zombie-battleground/</link><guid isPermaLink="false">612e504306340330efffd0f5</guid><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Sun, 08 Aug 2021 15:03:00 GMT</pubDate><media:content url="https://portfolio.sarasantillan.com/content/images/2021/09/214.png" medium="image"/><content:encoded><![CDATA[<figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/Battleground1.jpg" width="1349" height="675" loading="lazy" alt="Relentless TCG (Zombie Battleground)" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/Battleground1.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/Battleground1.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/Battleground1.jpg 1349w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/Battleground2.jpg" width="1349" height="675" loading="lazy" alt="Relentless TCG (Zombie Battleground)" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/Battleground2.jpg 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/Battleground2.jpg 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/Battleground2.jpg 1349w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2018-09-26-19_28_54-Zombie-Battleground.png" width="1029" height="774" loading="lazy" alt="Relentless TCG (Zombie Battleground)" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2018-09-26-19_28_54-Zombie-Battleground.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2018-09-26-19_28_54-Zombie-Battleground.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/2018-09-26-19_28_54-Zombie-Battleground.png 1029w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://portfolio.sarasantillan.com/content/images/2021/08/2018-09-27-00_14_08-3D03F3F0-CBA9-4F45-9C21-223D1C9F6673.MP4.png" width="1355" height="772" loading="lazy" alt="Relentless TCG (Zombie Battleground)" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/08/2018-09-27-00_14_08-3D03F3F0-CBA9-4F45-9C21-223D1C9F6673.MP4.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/08/2018-09-27-00_14_08-3D03F3F0-CBA9-4F45-9C21-223D1C9F6673.MP4.png 1000w, https://portfolio.sarasantillan.com/content/images/2021/08/2018-09-27-00_14_08-3D03F3F0-CBA9-4F45-9C21-223D1C9F6673.MP4.png 1355w" sizes="(min-width: 720px) 720px"></div></div></div></figure><img src="https://portfolio.sarasantillan.com/content/images/2021/09/214.png" alt="Relentless TCG (Zombie Battleground)"><p>In 2018, an industry contact got in touch with me for part-time work as a tester with Loom Network, a company that was developing sidechain technology atop the Ethereum chain. I joined the team halfway through production. After a few months of part-time testing, they asked me to join full-time, which I did until the project&apos;s completion.</p><h2 id="project-description">Project Description</h2><p>Relentless is a trading card game in the same vein as Hearthstone, themed around a colorful zombie apocalypse. It has the standard feature set: PvP, Leaderboards, Events, and the like. The twist in this production comes in the form of &quot;true rarity&quot; in digital card economies. As cards are placed on the Ethereum blockchain, their amount is permanently limited, their provenance (origin) and transaction records are made public, and when &quot;printing&quot; (minting) is done, it&apos;s done.</p><p>This gives cards a value that cannot be rebalanced to dilution by software updates, unlike when other collectible-based gacha games rebalance their card or collectible economies without transparency. This also <strong>prevents booster pack abuse,</strong> in which digital card games create a rarity so great a player can buy 100 packs without receiving a powerful or rare card. This is a source of frustration for users in the free-to-play space, and blockchain was Loom Network&apos;s answer.</p><h3 id="vertical-slices-vs-minimum-viable-products-static-products-vs-rolling-updates">Vertical Slices vs Minimum Viable Products; Static Products vs Rolling Updates</h3><p>Relentless&apos;s process was a blend of web development and game development. While to outsiders the creation of a digital product may look the same, <em>content </em>in video games is frequently not user-generated, unlike social media or CRUD-type apps. The traditional (pre-2010s) goal in early game development, when pitching to publishers, is the creation of a <strong>vertical slice</strong> &#x2014; a playable build with core features in place but with limited content, <em>not</em> meant for market release. Then the team would continue to progress, adding assets, testing mechanics, etc., until the team was ready to release a complete product. This is different from the tech industry&apos;s <strong>minimum viable product</strong> where core features are in place for market release with little or even no content, then updated after. Vertical slices of content are not typical of tech, as the end user can provide content, testing, and usage analytics whereas in games the content is provided by the developer.</p><p>The old game-making model has changed over the past decade to pick up some tendencies from tech: video games tend to do a bit of both now. They&apos;ll still do a vertical slice, but the games themselves are no longer static products that don&apos;t update except for patch fixes; these days DLC has turned even AAA video games into a minimum viable product with a price tag of about 60 USD and rolling updates in the form of DLC.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/vertical-slice.png" class="kg-image" alt="Relentless TCG (Zombie Battleground)" loading="lazy" width="500" height="316"><figcaption><strong>Source:</strong> <a href="https://askagamedev.tumblr.com/post/77406994278/game-development-glossary-the-vertical-slice">Ask a gamedev</a></figcaption></figure><p>Another difference between tech and games are the 2-week sprints in Agile (more common outside of game development) and the 1-week tasking cycle at my previous employment in a games studio, following a Results Only Work Environment (ROWE). Also, whereas daily builds are enforceable in a game company because of the amount of content produced in a day &#x2014; it&apos;s not just the web developers who are adding content into the product &#x2014; in Relentless (following a more web dev pipeline), a new build wasn&apos;t expected every day until we were closer to release.</p><h3 id="team-communication">Team Communication</h3><p>In more practical, day-to-day production, terms as simple as <strong>localization strings</strong> had to be explained as <strong>shortcodes</strong> (not entirely the same, but for localization purposes, it was). The design team&apos;s job was to manage several different team compositions on top of design work. And depending on who you asked, the design team was either &quot;Design&quot; or &quot;Product.&quot; Over time these issues were ironed out &#x2014; the most important thing was making sure game designers and artists could be understood by web/blockchain developers.</p><p>Relentless went live in 2019.</p><h2 id="my-role-and-responsibilities">My Role and Responsibilities</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>My role</th>
<th>QA (part-time), Technical Designer (full-time)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Core team size</td>
<td>30+</td>
</tr>
<tr>
<td>Responsibilities</td>
<td>QA (Playtesting), Production, Data Tools</td>
</tr>
<tr>
<td>Documentation produced</td>
<td>Feature Request Documents (specifically for Debug UI), Playtesting feedback, Bug Reports</td>
</tr>
<tr>
<td>My tools</td>
<td>Excel (as game data exporter), Google Slides (pitching additional content features, feedback, etc.), Google Sheets (task sheet, walkthrough), Trello, Unity</td>
</tr>
<tr>
<td>Credits</td>
<td><a href="https://www.mobygames.com/game/windows/relentless/credits">Mobygames</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><p></p><p>When I first started the job, I noticed two missing systems. Relentless needed a <strong>localization system</strong>, and a <strong>data export system</strong>. In order to get these features in, I agreed to full time work as a <strong>Technical Designer</strong>, seeing that the team was already well-served by a fellow game designer whose speciality was in board games.</p><ul><li>I served as the link between the games team and the tech team, mediating feature requests and implementation when necessary.</li><li>I proposed and designed tools to offload data export into the build directly from the Design team, specifically the zombie data (stats) and tutorial events.</li><li>I tested the the game to report and clean up minor design and text bugs.</li><li>I handled production tasking to make sure that the artists were fully tasked for the week.</li></ul><h2 id="project-specs">Project Specs</h2><!--kg-card-begin: markdown--><table>
<thead>
<tr>
<th>Project</th>
<th>Relentless</th>
</tr>
</thead>
<tbody>
<tr>
<td>My role</td>
<td>QA (part-time), transitioned into Technical Designer (full-time)</td>
</tr>
<tr>
<td>Developer</td>
<td>Loom Network</td>
</tr>
<tr>
<td>Publisher</td>
<td>Loom Network (self-published)</td>
</tr>
<tr>
<td>Genre</td>
<td>Trading Card Game</td>
</tr>
<tr>
<td>Timeline</td>
<td>Early 2018- May 2019*</td>
</tr>
<tr>
<td>Online Download</td>
<td><a href="https://loom.games/releases/relentless-android.apk">Loom Network - APK</a> - <a href="https://web.archive.org/web/20190914195932if_/https://apps.apple.com/us/app/zombie-battleground-tcg/id1432628453">iOS App Store (Archived)</a> - <a href="https://loomx.io/developers/en/relentless.html">Open-Source (For Developers)</a></td>
</tr>
<tr>
<td>Let&apos;s play</td>
<td><a href="https://www.youtube.com/watch?v=6Ux3pX3-oGA&amp;t=6s">OGLPLAYS on YT</a></td>
</tr>
</tbody>
</table>
<!--kg-card-end: markdown--><!--kg-card-begin: html--><p class="p-caption">
*I joined the Relentless team in August 2018.
</p><!--kg-card-end: html--><h2 id="production-gallery-%E2%80%94-tool-development">Production Gallery &#x2014; Tool Development</h2><p>One of Loom&apos;s earliest attempts to fix the workflow was to provide a tool to change (export) data. In the beginning, we had little say in tool design. I worked with a programmer but later on had to abandon the export tool as the single-entry webform UI wasn&apos;t right for bulk edits. Sweeping changes based on data normalization is common in the industry &#x2014; how else do game designers change 100 units at once?</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/2018-09-26-20_52_06-ZBGCard-tool.png" class="kg-image" alt="Relentless TCG (Zombie Battleground)" loading="lazy" width="1917" height="1000" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/2018-09-26-20_52_06-ZBGCard-tool.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/2018-09-26-20_52_06-ZBGCard-tool.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/2018-09-26-20_52_06-ZBGCard-tool.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/09/2018-09-26-20_52_06-ZBGCard-tool.png 1917w" sizes="(min-width: 720px) 720px"><figcaption><strong>Single-Entry Webform UI:</strong> Here I am helping the programmer debug a company-mandated tool for me to use. I eventually found the UI too cumbersome to use. After this, Loom Network improved the communication between teams to get us resources for tools we&apos;d actually use.</figcaption></figure><p>From my previous years of experience I made my own bulk export tool using Excel VBA which also configured the upload command.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-13-19_25_41-ZB_Gamedata---Excel.png" class="kg-image" alt="Relentless TCG (Zombie Battleground)" loading="lazy" width="1661" height="867" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/2021-09-13-19_25_41-ZB_Gamedata---Excel.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/2021-09-13-19_25_41-ZB_Gamedata---Excel.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/2021-09-13-19_25_41-ZB_Gamedata---Excel.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-13-19_25_41-ZB_Gamedata---Excel.png 1661w" sizes="(min-width: 720px) 720px"><figcaption><strong>Exporter:</strong> The tool I built for myself. You press a button (not pictured) to export a JSON file.</figcaption></figure><p>Compare this with the single-entry webform! Imagine clicking on a drop down box to select a <code>kind</code> of creature 100x (and having to press submit each time) rather than just dragging down an entry to copy similar attributes, which will immediately make 100 creatures of one <code>kind</code>.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-13-20_01_21-card_library_data_source_v2.json--M___DESKTOP----GVIM.png" class="kg-image" alt="Relentless TCG (Zombie Battleground)" loading="lazy" width="944" height="797" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/2021-09-13-20_01_21-card_library_data_source_v2.json--M___DESKTOP----GVIM.png 600w, https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-13-20_01_21-card_library_data_source_v2.json--M___DESKTOP----GVIM.png 944w" sizes="(min-width: 720px) 720px"><figcaption><strong>JSON file:</strong> Exported data file that is sent to the back end.</figcaption></figure><p>Another early design which had to be entirely remade was the tutorial flow. <strong>Tutorials are usually one of the last features before the content complete milestone.</strong> This frequently results in crunch because the amount of event triggers and custom events in tutorials is done late and tested late too. It was the holiday season and we were out of programmer time, so I wrote the tool based on the programmer&apos;s classes with their knowledge and approval, and exported all the data revisions (including in-game dialog).</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-13-19_29_09-ZB_Tutorial---Excel.png" class="kg-image" alt="Relentless TCG (Zombie Battleground)" loading="lazy" width="1707" height="889" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/2021-09-13-19_29_09-ZB_Tutorial---Excel.png 600w, https://portfolio.sarasantillan.com/content/images/size/w1000/2021/09/2021-09-13-19_29_09-ZB_Tutorial---Excel.png 1000w, https://portfolio.sarasantillan.com/content/images/size/w1600/2021/09/2021-09-13-19_29_09-ZB_Tutorial---Excel.png 1600w, https://portfolio.sarasantillan.com/content/images/2021/09/2021-09-13-19_29_09-ZB_Tutorial---Excel.png 1707w" sizes="(min-width: 720px) 720px"><figcaption><strong>Tutorial Exporter:</strong> My personal tutorial data exporter. I wrote all the in-game tutorial text myself. I did not architect the classes/attributes; those were done by the game engineer.</figcaption></figure><h2 id="personal-note">Personal note</h2><p>I chose to leave Loom Network due to a change in my stance on blockchain. I realized that blockchain was too energy intensive without providing benefits that warranted such a cost. I also regret working on a project involving speculative marketplaces as Loom hoped would happen with the cards. I have resolved never to work in the blockchain industry again, even as part-time QA or consulting work.</p><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="https://portfolio.sarasantillan.com/overview-2011-2021/"> &#x21FD; Return to Overview 	
</a></div><!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Frequently Asked Questions]]></title><description><![CDATA[This page answers questions about what I do, provides quick "get-to-know-my-work" links, and lists common work-related queries I've had over the years.]]></description><link>https://portfolio.sarasantillan.com/frequently-asked-questions/</link><guid isPermaLink="false">613f24c206340330efffd24b</guid><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Wed, 28 Apr 2021 07:11:00 GMT</pubDate><content:encoded><![CDATA[<h2 id="do-you-have-any-quick-reads-for-me-to-get-an-idea-of-your-work">Do you have any quick reads for me to get an idea of your work?</h2><!--kg-card-begin: markdown--><ul>
<li>The <strong><a href="https://portfolio.sarasantillan.com/overview-2011-2021/">overview</a></strong> covers all the major projects I&apos;ve done over the years.</li>
<li>For <strong>writing samples</strong> and <strong>types of documentation</strong> I&apos;ve written, please click <a href="https://portfolio.sarasantillan.com/writing-samples/">here</a>.</li>
<li>To get an in-depth look of my work, please see the following pages:
<ul>
<li>I managed a blog, wrote app store copy, and presented at conventions, while leading the  research (prototyping) and development effort for a mobile midcore game called <strong><a href="https://portfolio.sarasantillan.com/monster-roller/">Monster Roller</a>.</strong></li>
<li>I wrote my own export tools on Excel VBA to insert card and tutorial (onboarding) JSON data into a blockchain-based trading card game called <strong><a href="https://portfolio.sarasantillan.com/relentless-tcg-zombie-battleground/">Relentless</a></strong>; I wrote the final tutorial text myself. This unique project combined web development, blockchain, and game design.</li>
<li>Using Figma, I created the UX flows, wireframes, in-game text, and website copy for a blockchain-based casino called <strong><a href="https://portfolio.sarasantillan.com/crazy-house/">Crazy House.</a></strong></li>
</ul>
</li>
</ul>
<!--kg-card-end: markdown--><h2 id="what-types-of-documents-have-you-produced">What types of documents have you produced?</h2><h3 id="technical">Technical:</h3><ul><li>Game Design Documents, following publisher specifications</li><li>Game Engine Tutorials/How-Tos (proprietary UI, level, and video editor)</li><li>Admin Dashboard Usage Tutorials, in deck or document form</li><li>Feature Requests or Feature Specifications<strong>*</strong></li><li>App Bug/Crash Reports (Mantis, JIRA)<strong>*</strong></li><li>App/Game QA Testing (Smoke testing, Playtesting, Feature testing)<strong>*</strong></li><li>UX Flows, UI wireframes</li><li>Product Roadmaps, Product Comparisons, Product Processes, following company policy</li><li>Tasklists &amp; Gantt Charts (Pivotal Tracker, Trello, Google Sheets / Excel), following company policy</li></ul><p><em><strong>*</strong>I have also created specifications for these types of documents.</em></p><h3 id="creative">Creative:</h3><ul><li>Pitch writing for games, following publisher specifications</li><li>In-game cutscenes, tutorial, instructional, dialog, and flavor text</li></ul><h3 id="marketing">Marketing</h3><ul><li>Tech-related articles for programmers</li><li>Blog for indie game development process (link to archive <a href="https://web.archive.org/web/20190209011628/http://monsters.boomzap.com/">here</a>)</li><li>Copy for Apple/Google store app description, tagline, etc. (link to archive <a href="https://web.archive.org/web/20160321172244/https://play.google.com/store/apps/details?id=com.boomzap.monsterroller">here</a>)</li></ul><h2 id="what-is-your-primary-role-these-days">What is your primary role these days?</h2><p>I prefer to do technical writing in the tech/dev sphere, followed by copy writing for products, apps, and the like. I am comfortable working remotely, which I have done since 2011.</p><h2 id="why-pursue-writing">Why pursue writing?</h2><!--kg-card-begin: markdown--><p>Having been a developer, designer, and project manager, the one thing all these roles have in common is <strong>writing</strong> &#x2014; which is also what I enjoyed the most when I was in those roles.</p>
<ul>
<li>Writing for <strong>games</strong> involves technical, creative, and sales (copy) writing:
<ul>
<li><strong>Technical writing</strong> &#x2014; Game design documents (GDDs), feature requests, project management sheets, internal tool documentation, etc. must all adhere to a standard set by a client or internal policy, and the docs must convey tech-specific information to a specialized audience.</li>
<li><strong>Creative writing</strong> &#x2014; All the in-game text, help text, lore, plot beats, dialog, and worldbuilding must make sense and work with art, sound, and animation.</li>
<li><strong>Copy writing</strong> &#x2014; Me and my editor(s) promote the game on the app-store through taglines, descriptions, etc., as well as creating content strategy for a consistent blog.</li>
</ul>
</li>
<li>Writing for <strong>web/app development</strong> is full of documentation for:
<ul>
<li><strong>onboarding programmers</strong> &#x2014; all the steps to set up a frontend stack such as the use of webpack, gulp commands, etc., followed by the backend stack and the toolchain for committing;</li>
<li><strong>onboarding administration panel users</strong> &#x2014; showing them which menus/flows are used to create/update/delete certain kinds of data, or to filter/sort in reports;</li>
<li><strong>outside partners</strong> or 3rd-party integrations &#x2014; explaining and selling to these potential partners the features of the app in a friendly, high-level manner</li>
</ul>
</li>
<li>Writing for <strong>product design</strong> involves making feature roadmaps, interactive prototypes to show what information goes where, refining microcopy, and wireframing.</li>
<li>Writing for <strong>management</strong> involves creating and maintaining diagrams, gantt charts, Trello boards, and helping engineers breakdown arcs (or epics) into specific tasks with honest time estimations.</li>
</ul>
<!--kg-card-end: markdown--><h2 id="i-am-a-potential-client-and-would-like-to-request-further-materials-related-to-writing-creative-technical-andor-copy-prototyping-ux-diagrams-or-some-other-output">I am a potential client and would like to request further materials related to writing (creative, technical, and/or copy), prototyping, UX diagrams, or some other output.</h2><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://portfolio.sarasantillan.com/content/images/2021/09/mr-comic-transparency.png" class="kg-image" alt loading="lazy" width="750" height="384" srcset="https://portfolio.sarasantillan.com/content/images/size/w600/2021/09/mr-comic-transparency.png 600w, https://portfolio.sarasantillan.com/content/images/2021/09/mr-comic-transparency.png 750w" sizes="(min-width: 720px) 720px"><figcaption>That&apos;s me! Some projects prefer to market their process while others do not. Art by Karen Manalastas for Boomzap Entertainment.</figcaption></figure><p>Requests for materials are dependent on the project and my employer&apos;s policy. Certain companies I&apos;ve worked for are transparent about their process as part of marketing and attracting candidates that are a good fit for the culture. Other companies have projects in active development which can&apos;t be disclosed. In some cases, I will inform you if I require permission from my previous employer to release certain materials. All requested materials are to remain confidential between parties.</p><p>This question should also answer why some projects seem much more filled-out than others :)</p><!--kg-card-begin: markdown--><div class="post-text-centered" style="padding-top:1.2rem;"><a class="post-anchor-button" href="mailto:sarasantillan@protonmail.com">Contact me  	
&#x21FE;</a></div><!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Writing Samples]]></title><description><![CDATA[Links to published articles, game writing, and copy.]]></description><link>https://portfolio.sarasantillan.com/writing-samples/</link><guid isPermaLink="false">613b999b06340330efffd212</guid><dc:creator><![CDATA[sara]]></dc:creator><pubDate>Thu, 25 Mar 2021 09:25:00 GMT</pubDate><content:encoded><![CDATA[<p><em><strong>Note: </strong>All writing samples in this page are the property of their respective entities.</em></p><h2 id="marketingcopy-writing">Marketing/Copy writing</h2><!--kg-card-begin: markdown--><ul>
<li><strong>DeepSource</strong> articles &#x2014; DeepSource, a leading code analyzer, is publishing a series of articles aimed at improving programmer education, of which I have contributed the following:
<ul>
<li><a href="https://portfolio.sarasantillan.com/static/WritingSample_ProjectSetupVue3_SaraSantillan.pdf">Project Setup for Vue3</a> &#x2014; also includes a github repo <a href="https://github.com/s-santillan/move_product">here</a></li>
<li><a href="https://portfolio.sarasantillan.com/static/WritingSample_LegacyCode_SaraSantillan.pdf">Legacy Code</a></li>
</ul>
</li>
<li><a href="https://web.archive.org/web/20190209011628/http://monsters.boomzap.com/">Monster Roller development blog (archived)</a> &#x2014; part of my task as lead game designer for this project was to maintain a development blog with editing from the company&apos;s Marketing and asset assistance from the Art department.
<ul>
<li>Here&apos;s a piece I wrote about <a href="https://portfolio.sarasantillan.com/static/WritingSample_SkeletalAnimation_SaraSantillan.pdf">Skeletal Animation</a>, which gives an indication of the tone and voice used in the blog.</li>
</ul>
</li>
<li><a href="https://web.archive.org/web/20160321172244/https://play.google.com/store/apps/details?id=com.boomzap.monsterroller">Monster Roller Google Play Store Listing (archived)</a> &#x2014; marketing copy for a game project after it launched on Google Play.</li>
</ul>
<!--kg-card-end: markdown--><h2 id="in-game-writing">In-Game writing</h2><p>All the games where I&apos;m credited as a writer &amp; designer can be seen here: <a href="https://www.mobygames.com/developer/sheet/view/developerId,581657/">mobygames</a>.</p><p>Some <em>Let&apos;s Play </em>videos are embedded below (I have no relationship with these streamers):</p><!--kg-card-begin: html--><figure class="folio-yt-embed">
	<iframe width="560" height="315" frameborder="0" src="https://www.youtube.com/embed/c9tFK2ghgzc"></iframe>
</figure> <!--kg-card-end: html--><p></p><!--kg-card-begin: html--><figure class="folio-yt-embed">
	<iframe width="560" height="315" frameborder="0" src="https://www.youtube.com/embed/WxX2oL3lrTg"></iframe>
</figure> 

<!--kg-card-end: html--><h2 id="technical-writing">Technical writing</h2><p>Screenshots of documentation for older, post-shipped, or archived projects are provided in the following links:</p><ul><li><a href="https://portfolio.sarasantillan.com/monster-roller/">Monster Roller Project Page</a></li><li><a href="https://portfolio.sarasantillan.com/crazy-house/">Crazy House Project Page</a></li><li><a href="https://portfolio.sarasantillan.com/relentless-tcg-zombie-battleground/">Relentless TCG Project Page</a></li></ul><h2 id="more-information">More information</h2><p>The <strong><a href="https://portfolio.sarasantillan.com/frequently-asked-questions">FAQs page</a></strong> answers questions about my previous jobs, what technical documents I&apos;ve produced, and so on.</p><p>Here&apos;s my <strong><a href="https://portfolio.sarasantillan.com/static/SaraSantillan_TechWriter_Product.pdf">resume</a>.</strong></p><!--kg-card-begin: html--><div class="post-text-centered"><a class="post-anchor-button" href="mailto:sarasantillan@protonmail.com">Contact me  	
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