Cameryn Tuliao


I'm a non-binary narrative designer with a game design background, living in South Essex, England. I'm a graduate of Abertay University (Game development and production), a TIGA shortlist graduate, a Narrative Department alumni and a previous BAFTA YGD winner. I'm skilled in emotional storytelling, character development, creating interesting dialogue and branching narrative.Currently, I'm looking for Narrative Designer or Game Writer jobs that would make great use of my passions and skills in game development.


High Card Heist

A TTRPG game that uses a custom system of 52 playing cards deck about heisting a vault. It takes 2 hours to play between a GM and 2-4 players. It’s best described as an RPG, RNG experience, as every mechanic is based on the luck of the cards. Recently published on DriveThruRPG.Roles: Game Designer, Narrative Designer
Team: Collaboration (layout designer, cover artist)
Development: 2 months


Little Red: Quest Design

A little girl in a red hood struggles figuring out who to trust: A wolf who wants nothing but the best for the forest, or her elusive grandmother of the woods.


Net Carbon

An educational game about carbon capture storage, and how to save energy around the house. It was made for young children, and was showcased in COP 26; Glasgow, Scotland.Roles: Narrative Designer, Game Designer, Sound Designer
Team: 4 members
Development: 6 weeks


Merchant Barks: SpreadSheet

A spreadsheet of barks about a merchant who was a past adventurer.


Current Project: ARTIFICE

Artifice is a game I'm creating as a solo dev on RPG Maker MV to help me understand the engine better. It is set in a fictional fantasy world, where a demonic war took place centuries ago, with humanity being victorious. However, during the tour of the weaponry, the locked away demon becomes sentient, and sets various weapons loose around the museum. It's up to the Historian to take up the swords she once studied, and fix everything.Currently, it is in a early production stage as I get used to the engine's interface. However, you can read some of the game design documents through the button below.


Romace


Project Roles: Narrative Designer, Game Designer, ProgrammerEngine: Renpy
Team: 3 members
Development: 8 months

Asexuality was never an easy thing for Eunice to communicate to others especially with her friends, potential partners and family. However, life slowly goes on and as new relationships develop, Eunice must find the courage to be true to herself, and to the others around her.


Romace is a visual novel game that explores the topic of asexuality and the difficulties of being asexual in today's modern society. It tackles aspects of asexuality rarely represented in media such as the impact of aphobia, the struggles for asexual men, and how asexuality can affect the dating life. It was created as my final year project for my game design course at Abertay.The theme of asexuality and the difficulties of asexuality was specifically chosen with the queer audience in mind. As an asexual developer, it was important to me to shed light towards lesser known aspects of asexuality, and help other asexual people feel represented in video games. This goal was achieved when the game was published as several asexual folks privately reached out to the team saying how "They felt seen with the struggles Eunice (the main character) was facing."

Game Designer Responsibilities:- Create and maintain a game design document to act as the game bible.
- GDD had information like the naming conventions, mechanics, and a timeline for the game development.
- Design different mechanics for the game and to improve player interactivity.
- Set up meetings with the team to discuss where everyone was on the timeline.
- Maintain the GitHub, used as a version control, for the development of the game.

Narrative Designer Responsibilities:- Research different accounts of asexuality and the asexual struggle.
- Develop all of the characters, and collaborate with the art team to show their personality through their art sprites.
- Research how other games handle asexuality.
- Plan out the story with nodes and flowcharts such as Twine and Miro.
- Write and implement the entire game onto Renpy.

Net Carbon


Project Roles: Narrative Designer, Game Designer, Sound DesignerEngine: Unity
Team: 4 members
Development: 7 weeks

Live your life. Capture carbon. Store it into the ground. An educational game about Carbon Capture Storage, made in collaboration with Abertay University, and SSE Thermal.


Net Carbon is an educational game about the carbon capture storage pipeline, and how to save energy around the house. The main target audience was young children around primary school ages (5 years old to 12 years old). The game was a client project created for SSE Thermal, and was made under the supervision of Abertay University. Additionally, it was also hosted at COP 26 in 2021, Glasgow Scotland. The final version of this game belongs to SSE Thermal since this was a client project.Due to the client's target audience, the team had to revise the original concept of the game to make it more educational. An aspect of this change was including facts about the environmental impact of regular house things, such as taking a shower vs taking a bath. This was presented through interactive choices that the player had to make in order to continue the game.Whilst the metrics of success in terms of education is only known to SSE Thermal as they have the rights to the game. The game had the opportunity to be presented in the Abertay booth for a science fair made for nearby primary schools. Multiple students came to play the game, and some had discussions with me (the person manning the booth) about the environmental facts shown in the game.

Game Designer Responsibilities:- Design and iterate with the other designer on how the mini-games would work, and how they could explain the carbon capture storage pipeline.
- Discuss with SSE Thermal on the carbon capture storage pipeline and how to improve the minigames to reflect the pipeline as closely as possible.
- Develop the onboarding for the minigames to allow the player to understand the instructions, and purpose of the game within a first glance. (Inspiration for this was games such as WarioWare and Mario Party.)
- Write QA black box and white box test for the playtesters before the COP 26 release.

Narrative Designer Responsibilities:- Research environmental facts that were interesting enough to catch a child's attention, but were still connected to household chores/objects.
- Communicate with SSE Thermal on a weekly basis to discuss my research, and my attempts to condense the information for young children.
- Iterate on the changes and feedback given by the SSE Thermal team, such as when the information was too dense.
- Make the headings for the information short, snappy and ideally with alliteration to grab the children's attention.

Red Maiden, Black Maiden


Project Roles: Solo DeveloperSkills developed: Game Design, Layout Design, Techinical WritingCreated in 2 days for Playing Card Game Jam

A desperate girl with a missing fthare turns to Chrome Steele P.I, an android detective heavily influenced by the fictional greats.
Chrome is led down an icy path of checkered pasts, shabby street santas, and one decidedly dead elf in the pursuuit of justice and redemption.
Can he find his own voice and the man at large before it's all too late?


Santa's Secret is a cyberpunk crime noir visual novel game created for winter VN Jam in December 2023. The team consisted of The Narrative Department course alumni. Due to the abundance of fellow game writers I decided to take a more technical role, such as a programmer. As a narrative designer, I found this experience extremely enlightening as it's rare for me to have the opportunity to exclusively be a programmer.

Things I learnt from being a programmer:
- How to use github in a team setting, and how to communicate problems to work through it as a developer.
- A deeper understanding of how the programming pipeline works.- An understanding on how simple errors can build up on the programming end, and how to solve these problems prematurely before they reach the programmer.
(For example: Catching the gameflow/ plothole error in the script, and fixing the script before sending it to the programmers.)
- How to communicate issues and work through these problems with different departments.

Artifice: Pre-Production


Project Roles: Solo DeveloperDeveloped in RPGMaker MV, currently in Early stages of production

Hundreds of year after the demonic war, there is a tour of the weapons involved in the demonic war to various muesums, including local muesums for the anniversary. However, when the weapons tour reached a small local muesum, the demonic sword becomes alive, and takes control of the muesum. Here, the local historian must take up the same swords she studied and fight the demon sword to restore peace again.


This game is currently a work in progress, and this game is currently in early stages of production. My goals for this game is the following:

  • Better understsanding in the RPGMaker MV engine.

  • Showcasing my descrption and lore writing into game engines instead of samples.

  • Understanding better ways to create narrative through gameplay.

  • Get better at level design


Level Design

Here is the current layout of the ground floor, including the first initial designs on what it would look like. The design for the muesum layout was inspired by the various muesums across london such as the National History Muesum.

Main Character

This is the character design of the main character "Historian". On the left is the current design created by RPGMaker's MV character generator. On the right side is the mood board with notes to help me quickly understand the character more.

Santa's Secret


Project Roles: ProgrammerDeveloped in Renpy, made in a team of 20, 1 month developmentEngine: Renpy
Team: 20+ members
Development: 1 month

A desperate girl with a missing fthare turns to Chrome Steele P.I, an android detective heavily influenced by the fictional greats.
Chrome is led down an icy path of checkered pasts, shabby street santas, and one decidedly dead elf in the pursuuit of justice and redemption.
Can he find his own voice and the man at large before it's all too late?


Santa's Secret is a cyberpunk crime noir visual novel game created for winter VN Jam in December 2023. The team consisted of The Narrative Department course alumni. Due to the abundance of fellow game writers I decided to take a more technical role, such as a programmer. As a narrative designer, I found this experience extremely enlightening as it's rare for me to have the opportunity to exclusively be a programmer.

Things I learnt from being a programmer:
- How to use github in a team setting, and how to communicate problems to work through it as a developer.
- A deeper understanding of how the programming pipeline works.- An understanding on how simple errors can build up on the programming end, and how to solve these problems prematurely before they reach the programmer.
(For example: Catching the gameflow/ plothole error in the script, and fixing the script before sending it to the programmers.)
- How to communicate issues and work through these problems with different departments.

High Card Heist


Project Roles: Game Designer, Narrative DesignerTTRPG System: Custom card system
Team: 2 members
Development: 2 months

Created for the PocketQuest Jam 2024, High Card Heist is a TTRPG game that uses a custom system that only needs 2 decks of the standard 52 playing cards. It’s made for 1 Game Master, and 2-4 players with sessions lasting around 2 hours of gameplay. The premise of the game is a group of thieves are attempting to steal from a vault that the players create themselves.


The game is best described as an RPG, RNG experience. Everything from the vault, GM’s obstacles, and player stats are determined by the luck of the cards. The system also includes another mechanic where the players can sacrifice their stats to boost their skills in order to succeed in an action against the GM. I’ve included two examples of plays to showcase two mechanics most common in the game.

Game Designer Responsibilities:- Research games, themes and tropes used in the Heist genre for mechanic and design reasons.
- Design and develop all the mechanics and how the luck of playing cards along with player numbers can affect the gameplay.
- Constant iteration with the system through play testing and gathering feedback to make sure everything is balanced.
- Communicating to both the artists and layout designer to keep track of everything happening in the pipeline.

Narrative Designer Responsibilities:- Research games, themes and tropes used in the Heist genre for narrative reasons.
- Develop the narrative pull to the game and intertwining the roleplay aspect of the game with the different mechanics.
- Create different narrative prompts for the GM to assist them with the play session, especially if they are new to GM-ing and the Heist Genre.
- Write all the rules, systems within the rulebook so that it’s easy to understand.


Counting Cards- This mechanic in High Card Heist is the core gameplay for the game. Taken from the card game, War, players and the GM simply needs the highest number between them to win during a turn.
- Here, 2-10 cards are respectively 2-10, Jacks are 11, Queens are 12, Kings are 13, and Aces are 14.
- RNG aspect: The GM pulls the difficulty cards from their deck, and the player stats were based on their luck from the start of the game.

Boosted Cards Mechanic- This mechanic for High Card Heist demonstrates how RNG of the cards determines everything in the game, and how players can sacrifice their stats to overcome the challenges in front of them.
- Player 2 can only remove 2 cards when the difficulty was 3 cards due to balancing issues with the boosted mechanic spotted during a play testing session. Originally, players could boost as many cards as the difficulty (3 card difficulty = 3 cards boost), but the result left the mechanic broken, and easy for the players.

lorelei and Ceona


Project Roles: Narrative Designer, programmerEngine: Twine (Sugarcube 2.0)
Team: Solo Development
Development: 3 weeks

Ceona, an old forgotten god lives on the seabed, deep in the Twilight Zone of the Ocean. One faithful day, she stumbles upon an intruder in her home. A mermaid, named Lorelei. This Game only has the demo, which is their first meeting. The story is an underwater combination of beauty and the beast, and the little mermaid.


What I learnt from this project:

  • I studied Twine's Sugarcube language, and how various macros can be used for interactivity and branching narratives.

  • I created a world building document, and fleshed out the lore of the world, even if it's only in passing reference in the current build.

  • I studied and researched life in the Twilight Zone of the ocean, and included that within the characterisation and description of the world. Minor things like their bioluminescence and how the world is dark with little light are small details included from my research.

Twine Structure:- This is the Twine Structure for Lorelei and Ceona. On the left side is the entire narrative until the flashback scene. On the left side is everything after the flashback scene.
- This is structured like this due to the mechanics within the game. During the flashback scene, Ceona can choose to focus on the flashback, or listen to Lorelei's plea in a back and forth manner. As a result the flashback sequence has to be formatted differently to normal choices.
- I've made most of the choices and have two options to combat scope within branching narratives.

Worldbuilding: The Merrow- On the left is a concept art of what the Merrow could look like, created on Picrew.
- The Merrow is a fictional race that lives in the Twilight Zone of the Ocean, they exist as the background characters that make the world more fantastical.
- I've created an extensive worldbuilding document that details the origins of the Merrow, their culture and the various groups within the Merrow. Please click here for the document.

Apoca-Party


Project Roles: Narrative Designer, Game DesignerEngine: Renpy
Team: 9 members
Development: 2 weeks

Doomsday begins when the eldritch god, Azathoth, wakes up from their eternal slumber. To celebrate Azathoth's awakening, Cthulhu hosts a waking up party to get them ready to destroy the world. But when the guests, the four horsemen, start to arrive early things go wrong! Can our little eldritch being handle keeping the vibes up before the final hour?


Apoca-Party is a light-hearted resource management game created for the Summer Slow Jam. The game focuses on Cthulhu, who is acting as a party host for the end of the world. As Cthulhu, the player has to keep track of various things such as the music, food, drinks and any mishaps that occur in order to keep the vibe of the party up for when Azathoth wakes up. Failure to keep the vibes up, the party is considered a failure, and Azathoth becomes too depressed to end the world.

Game Designer Responsibilities:- Create and maintain the entire game design document.
- Design and develop all of the mechanics and different resources and how they all relate to each other for the gameplay.
- Design and develop the tutorial for the game, along with the programmer.
- Design the win/lose conditions and how to fix different bugs regarding the gameplay and allocating the resources to the player.

Narrative Designer Responsibilities:- Research Cthulhu and the four horsemen, and use their lore to create unique personalities for each of them.
- Discuss with the art team on how these characters should be drawn and if there were any important narrative points to watch out for.
- Develop the different relationship dynamics between Cthulhu and the four horsemen, as well as the horsemen's dynamic to each other.

StarTales


Project Roles: Narrative Designer, Game DesignerEngine: Unity
Team: 4 members
Development: 2 weeks

In a night of reminiscing, connect the stars to retell the story of how the band StarTales came to be...


StarTales is a short visual novel game with a puzzle minigame that recounts the story about how a group of highschool students became a local band. The game was created for the Narrative Driven Jam. The Jam's theme was Warm Feelings with additional themes of puzzles and diegetic music. For this game jam, I was both the game designer and the narrative designer, however the main hat I wore was the narrative designer.

Game Designer Responsibilities:- Design the different mechanics for the game.
- Create, and maintain a game design document.
- Design the different puzzles and how it works with the story.
- These puzzles were simple, connect-the-dots minigames using star constellations.
- The minigames helped bookend the arc, and also act as the transition to the next story arc.

Narrative Designer Responsibilities:- Create a narrative document that has information about the overall plot, story arcs and conflicts in the story.
- Create and develop two female characters.
- Work with another writer (who is in charge of the male characters) to ensure that we're on the same page regarding the plot, and character development.
- Write the script for the entire story, including the introduction and epilogue of the game.

My Lady It's Time


Project Roles: Solo DeveloperDeveloped in Twine, Work in Progress

To workWORK

PAGE IN PROGRESS

Writing Samples

If you prefer to look at sample pdf please click this button.


Romace: Character Profiles

A collection of one page character profiles for the visual novel game Romace, staring the main character, minor characters and love interests.


Romace: Script Sample

The playable character Eunice, is confronted by her co-worker with an accusation that she is flirting with a regular. Eunice is asexual, and has to navigate the invasive questions. This is written as a script.


Net Carbon: Educational Choices

A narrative document that showcases how educational information was presented to a young audience based on the choices they made in the game.


Interactive Fiction: Lorelei and Ceona

A forgotten Goddess, in the middle of the ocean, deals with an intruder.


Merchant Barks: SpreadSheet

A spreadsheet of barks about a merchant who was a past adventurer.


Little Red: Quest Design

A little girl in a red hood struggles figuring out who to trust, a wolf who wants nothing but the best for the forest, or her elusive grandmother of the woods.


Smart Getaway: Script Excerise

A street-smart lady tries to evade the mob after stealing something valuable from them. (2 pages)


Item Descriptions

A writing challenge posed on twitter about describing the same object differently in 20 words, with no repeat of descriptors.


Dialogue exercises

This exercise is to explore how people of different statuses respond towards the same given problem or task through dialogue. It will go through four separate status: Very low status, low status, high status, very high status.

Games

Please click on any of the games to learn about my responsibilities, and what I learnt from the project.


High Card Heist

A TTRPG game that uses a custom system of 52 playing cards deck about heisting a vault. It takes 2 hours to play between a GM and 2-4 players. It’s best described as an RPG, RNG experience, as every mechanic is based on the luck of the cards.Roles: Game Designer, Narrative Designer
Team: 3 members
Development: 2 months


Romace

A short visual novel game about two asexuals figuring out how to handle family expectations, dating insecurities and being true to themselves.Roles: Narrative Designer, Game Designer, Programmer
Team: 2 members
Development: 8 months


Net Carbon

A short platformer game filled with mini-games made to educate young children about Carbon Capture Storage and how to save energy around the house.Roles: Narrative Designer, Game Designer, Sound Designer
Team: 4 members
Development: 6 weeks


Game Jams Projects

Lorelei and Ceona

An Interactive Fiction Game, currently in a short Demo about a forgotten God and a mermaid.Roles: Narrative Design, Programmer
Team: Solo developer
Development: 3 weeks


Santa's Secret

A cyberpunk crime noir visual novel game about an android P.I trying to find a missing father and a murder at the same time.Roles: Programmer
Team: 20+ members
Development: 1 month


Apoca-Party

A resource management game about throwing a doomsday party for the end of the world, with the four horseman and their minions as your guests.Roles: Narrative Designer, Game Designer
Team: 9 members
Development: 2 weeks


StarTales

A short visual novel game with constellations mini-games on how a highschool band came together as a group, and how they went through different trials and tribulations.Roles: Narrative Designer, Game Designer
Team: 5 Members
Development: 2 weeks

About


My name is Cameryn Tuliao. I'm a non-binary game developer who uses any pronouns (she/he/they) and I have experience in both narrative design and game design.I worked on two game commissions for companies outside of the industry under the supervision of Abertay University, both for six weeks of development as narrative designer. One of these projects is already displayed in my portfolio "Net Carbon", whilst the other is under NDA. Outside of that, I have worked on multiple game jams, some already shared on my portfolio page.I am a person who is constantly looking to learn and improve my craft, as shown in my enrollment of Susan O'Connor's The Narrative Department. Currently I am in the process of creating my first RPG game through RPGMaker MV.In my spare time, I like to read Korean manhwa and webnovels, play/watch TTRPGs and play video games. My favourite genres are roguelikes, resource managers, and RPGs.

Testimonials


Cameryn was one of the most helpful and friendly people I have met in the gamedev community. They were always open to partake in a conversation and shine a positive light, but it didn't end there. Cameryn was usually one of the first people to reach out and highlight other people's strengths and wins, and it was uplifting on all levels. On top of that, the amount of effort and heart they put into their work is unmatched and it shows in everything they produced. Cameryn is the ideal member of any game or narrative design team!- Mario Mergola. The Narrative Department, Classmate

Awards


  • TIGA Graduate of the Year Accolade for Game Design (2023)

  • BAFTA Young Game Designer, Game Concept award (2015)