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Simon Cosimo
  • Games
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  • Resume
  • About

 Lead Game Designer


Overview

A totally real, totally non-canon, official Overwatch dating sim hosted by Cupid Hanzo! Developed by Psyop, written and published by Blizzard Entertainment.

My Role

I was brought back by Psyop to work with Blizzard on their own dating sim, Loverwatch. However, this time I was in a lead design position and had a lot more responsibility than I did on my previous dating sim endevour. I took care of all narrative and system implimentation using a script based Unity extension. I also handled much of the art integration while I led a small team of artists, animators, and engineers as we built the project from scratch.

Narrative Implementation

The narrative implementation process was a bit different this time around. Instead of assembling the narrative on Miro, I was given a first draft of the script that Blizzard wrote via Twine. I would then take the information presented (branching paths, dialogue, narration) and write it into the Unity script directly.

Click to expand examples:

View fullsize Early Twine script example
Early Twine script example
View fullsize Twine branching example
Twine branching example
View fullsize Script from within one of the Twin tabs
Script from within one of the Twin tabs

I would meet with the Blizzard narrative team at least once a week to go over feedback I had, or changes they wanted me to make. Based on these sessions they would update the Twine file while I integrated the new drafts into the script.

I reprised my role for Hooked on You when it came to art implementation, but from a more directorial position. I still personally blocked out all character expressions, poses, and moods to capture the emotions of the characters. Since I already had a lot of work on my plate, I had to delegate large swaths of art implementation to my team. I created a google sheet that outlined each scene's line by line script and had dropdown tabs identifying where certain art should be implemented. This way I could be assisted by my team and still decide where things like emotes, moods, and asset pop-ins should appear.

ASSET IMPLIMENTATION SHEET EXAMPLE:

My main goal as a Lead Designer was to make sure the project stayed loyal to the narrative team's creative vision. I delegated work responsibly, while still allowing team members to have as much agency as possible.

Scripting

I had to write the scripts for each scene of Loverwatch from scratch using a Unity extension built for visual novels. I integrated an affinity point variable system that determined different endings for the game. I also wrote the code that determined story pathing and scene transitions. The biggest chunk of scripting work I had to do was translating all the narrative from Blizzards Twine drafts into Unity.

Click to expand examples:

View fullsize Affinity points determining story branching
Affinity points determining story branching
View fullsize Choice branching
Choice branching
View fullsize Secret ending transitioning to credits
Secret ending transitioning to credits