
SELF-PRODUCED PROJECTS
Narrative Designer and Writer
December 2020Â - Current
Games and media created by Quain that are not affiliated with any studio. These include video games and written works.
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Quain's primary focus on these projects has been: writing, design, production, and development.
PROJECTS
Games and novels created by Quain Holtey

JUNIPER
Unreal Engine 5 - Designer
Juniper is a 2D platformer created in Unreal Engine 5 for the 2023 Global Game Jam. We had 8 developers and 1 week to create a game inspired by the prompt "roots."
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As someone with more time to devote to the project, as well as one of the more experienced Unreal designers on the team, I had many responsibilities from system design, level design, source control management, and team leadership.
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The bulk of my time was spent in the engine designing things like levels, interactables, and adapting the narrative system I've been working on to be added to the game. It was the first time I've worked on a platformer, and the first time I've worked on a project without contributing to it narratively.
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If you are interested to learn more about the project, and my key take aways from it, I encourage you to read the postmortem in my blog linked below.
ALIEN BUGALOO
Unreal Engine 5 - Narrative Designer
Alien Bugaloo is a game created with other Game Design Master's students while attending Full Sail. It was created over the course of 1 month with 8 designers spread across multiple disciplines, though the majority of them were level designers.
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As one of two narrative designers on the project, I was primarily responsible for designing and implementing a triggered dialogue system that could be activated by scripted events, as well as direct player interaction.
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I also crafted the narrative of the story with the other narrative designer on the project. It was a sci-fi comedy about an abducted human performing menial tasks for their alien captor to get their car keys back.
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In addition to story crafting and systems design, I helped create the world brief, mission briefs, and dialogue, as well as implemented both narrative and voice over audio.


ANOTHER CABIN IN THE WOODS
Twine - Narrative Designer
Another Cabin in the Woods was created for the 2022 Spring Thing Interactive Fiction competition. I used the Twine engine and wanted to utilize what I have learned in both narrative design and voice direction.
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I started with a written outline that went over the story's structure, characters, and events. I then outlined the story in Twine, creating passages and choices that emulated the feel of the game. Then I went through and wrote the narrative content of the game in each passage.
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I had some friends come over and directed them in recording voice over for the game, then edited the audio myself.
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Finally, I added code to hide text, track variables, and play audio for the game's music and voice acting.
FAREWELL BROTHER
Twine - Narrative Designer
Another game created using the Twine Engine, this is the first game I ever published, and was made during the course of my Bachelor's degree program.
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The primary focus around this game was to provide the player different paths that offered different experiences without making them feel as if they missed out on some of the game's content.
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Overall, I enjoy this game, and think of it as a worthy piece on my portfolio, utilizing written words, audio, and artwork to sell the atmosphere. The passages can be a bit long winded at times, however. An issue I have tackled to resolve in my later projects, such as Another Cabin In The Woods.


FORGIVENESS: THE ANTHOLOGY OF ELIJAH JEFFERSON
Novella - Author
A novella I created as a challenge during Inktober. While typically Inktober is a challenge where artists create 1 ink drawing every day throughout the month of October, I decided to take it as a writing challenge; creating a short story every day that followed along with the year's prompt list.
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I quickly fell in love with the characters and concepts I was creating each day, and found they worked well as a cohesive whole. While I originally planned to write 31 unique flash fiction pieces, I quickly transitioned to writing 31 segments of a unified story.
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Forgiveness is a unique experiment for me. I had no outlining process beforehand, the stories were written out of chronological order, and the stories are kept to around 800 words a piece, resulting in a final novella a little less than 20,000 words. It taught me valuable skills as a narrative designer though, especially when it comes to ideation and non-linear narrative structure. Once completed, I arranged the stories in a better format, though still not chronologically, to tell the story with a better overarching structure, then self-published it on Amazon.
This list is continually being added to. I strive to create personal projects to better evolve as a writer and narrative designer. I try to create several projects a year, and am always designing something.