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Projects

Here you'll find detailed information about some projects that I've been involved with while working at Wanderword.

All of these projects has been worked on the company's own node based engine; Fabella. Press on the logo below to learn more!

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Pathfinder
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My role: Project & Content Lead

Platforms: Android & iOS

Release: On Development

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Description:

In Shardfall, you will explore a rich audio environment, immersing yourself in the pirate-riddled Shackles, the heart of the Lost Omens setting’s high seas. Setting sail from a base of operations in the dangerous archipelago, you’ll need to explore and survey the many uncharted islands in the region, to investigate a strange magical phenomenon that could shift the balance of power in the Shackles and beyond.

 

Will you eradicate this rising threat before it falls into the wrong hands, or are those wrong hands your own?

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My Work:

When this project started, I was assigned as the Content Lead for the project. I've kept track on the projects content and production cycle. I've wrote the design document and done my best to stay true to the original IP's core rules, while trying to adapt it towards the company's core audio game design. 

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We had to simplify a lot, as the original rules are complex and situational. At the time when I worked on this project, our main goal was to release this game for the mobile market. With this in mind, I've tried to direct the game towards making it pleasing both visually and with sound.

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My role: Content Developer

Platforms: Alexa & Google Assistant Smart Devices

Released: January 2022

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Description:

Crack ciphers, solve mysteries, and search for clues to a great mystery. All in the interactive audiobook experience.

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Interactive storytelling – Enjoy an active listening experience, where your decisions change the course of the story.


Look at artifacts – The puzzles in the story are dynamic. You choose what parts of the puzzle you want to interact with in the search for clues.


Choose a character – You can listen as Wade, Darrell, Becca or Lily. Each character has a unique perspective through which they experience the story, and offer new ways to handle different situations. You can switch between characters at any time.

My Work:

This project has always been special to me. Not only was it the first project that is based on an existing IP. It is an IP from the book publishers; Harper Collins.

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I've been working on implementing the story and the interactive parts. We mainly used spreadsheets and uploaded them as json files into a database, where we could fetch the story using HTTPS requests from Fabella. 

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I also focused a lot on the UX side and made sure to communicate about the design with the team. I think that we've together made an interesting approach on how to make stories interactive.

Try it now!

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Copernicus
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My roles: Content Developer, Puzzle Designer, Product Owner

Platforms: Alexa & Google Assistant Smart Devices

Release: February 2021

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Description:

Escape from 63rd and Wallace is an audio adventure that takes the listener on a journey to Chicago in 1893, following Charlene, a young woman searching for her sister. This horror-themed story is full of puzzles that you will need to solve in order to succeed.

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Enjoy brain tickling challenges and frightening encounters, full of twists and turns, secret discoveries, and perilous ends.

 

Escape from 63rd and Wallace is a fictional story that borrows real historical settings and people from the past. Due to the graphic nature of the content, we suggest parental guidance for young listeners.

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My Work:

This was the first project that I worked with when I was hired after the internship. This game has 4 chapters and when I joined, we already had chapter 1 & 2 designed. I did mostly QA and bug fixing for those chapters. 

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Most of my work in this project was to design and implement the puzzles in chapter 3 & 4. I also reworked one of the puzzles in chapter 1; called the platform puzzle. After production, I was tasked with polishing and release it for both Alexa and Google Assistant.

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When the project released, I became the product owner of this title. As a product owner I've analysed user data interactions from the games Analytics, to figured out how to make the game better for our customers and gain more retention. 

Try it now!

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Escape 63rd
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