Games / Digital Storytelling

Dead Air | CMDC Studios

Only by carefully managing the tower’s failing power generator, one-way communication network, and the impending darkness can you lead your companion safely back home.

Project Description:

You are alone at Tower 18. Your only companion went to salvage parts from Tower 15 for some much-needed repairs, however that was several hours ago, and you have not received a transmission since. Dead Air begins with players taking control of Tower 18’s command console and acknowledging a long overdue transmission. Only by carefully managing the tower’s failing power generator, one-way communication network, and the impending darkness can you lead your companion safely back home.

This project was my second time leading a game as a Director/Producer at CMDC Studios. I lead a team of 20 developers during the three-week July Summer Slow Jam hosted by the Portland Indie Game Squad. I coordinated communication between our specialized creative teams and created our project itch.io page using assets developed by the Design Team. Additionally, I worked closely with our Narrative Team to edit dialogue and craft the foundational lore of the Dead Air universe.

Learn more about the Dead Air at www.dead-air-game.com.

Collaborators:

Andrew Thompson, Ahria Nicholas, Dave Sabrowski, Elyse Mollahan, Barysh Agaliyev, Kathy Klaus, Jei Shi, Elyse Mollahan, Joel Clapp, Keegan Walden, Arlo Ptolemy, Evan Astrue, Andrew Templin, Kathleen Zoller, Tanner Gohl, Ransom Reed, Eric Gerdlund, Jaden Torson

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Project Info

Roles:

Game Director, Producer, Copywriter

Date:

July 2021

Tools:

Adobe Premiere Pro and Illustrator; Microsoft Office 365 Word and Outlook; Google Suite Docs, Sheets, Slides, and Drive; Slack, Basecamp 3, Zoom, Unreal Engine

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