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<channel>
	<title>Douglas Miller&#039;s Portfolio</title>
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	<link>http://designerdougm.com</link>
	<description>A Game Designer&#039;s Portfolio</description>
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		<title>Requiem</title>
		<link>http://designerdougm.com/work/requiem/</link>
		<comments>http://designerdougm.com/work/requiem/#comments</comments>
		<pubDate>Tue, 06 Jul 2010 11:00:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://designerdougm.com/?p=239</guid>
		<description><![CDATA[Requiem is a vertical shooter or sh’mup choreographed to the musical works of Wolfgang Amadeus Mozart, in particular his last mass “Requiem.”

As the Quality Assurance Lead I was responsible not only for personally testing the game myself, but also organizing a group of nearly 50 individuals in the testing of of Requiem and 3 other titles over the course of just over three months.]]></description>
			<content:encoded><![CDATA[<div id="requiem">
<p><img src="http://designerdougm.com/images/requiem_title.jpg" alt="Darkest at Dusk Header" /></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="601" height="338" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=11108417&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="601" height="338" src="http://vimeo.com/moogaloop.swf?clip_id=11108417&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>Production Overview</strong></p>
<ul>
<li>Six months</li>
<li>1200 man hours</li>
<li>One Producer</li>
<li>Two Designers</li>
<li>Four Artists</li>
<li>Two Programmers</li>
<li>One QA Lead</li>
</ul>
<p>Created over a period of just over six months and 1200 man hours Requiem was a project created as a senior thesis, and one of the four projects I worked on in my last semester at Champlain College.</p>
<p><a href="http://jpelletier.com/" target="_blank">Producer / Designer – Joel Pelletier</a><br />
<a href="http://www.therealdanpeavey.com/" target="_blank">Lead Artist – Dan Peavey</a><br />
<a href="http://austonmontville.com/" target="_blank">Lead Designer – Auston Montville</a><br />
<a href="http://www.taylorbjorndahl.com/" target="_blank">Artist – Taylor Bjorndahl</a><br />
Artist – Dan Hart<br />
<a href="http://www.husamalziab.com/" target="_blank">Artist – Husam Al-Ziab</a><br />
<a href="http://robwitbeck.com/" target="_blank">Designer – Rob Witbeck</a><br />
<a href="http://www.linkedin.com/pub/alexander-tabor/17/259/9b2" target="_blank">Programmer – Alex Tabor<br />
</a>Lead QA &#8211; Douglas Miller<br />
<a href="http://www.linkedin.com/in/danielprossi" target="_blank">Assistant Programmer – Dan Rossi</a><br />
<a href="http://designerdougm.com/" target="_blank"></a>Cinematic Artist – Ryan Fitton</p>
<p><strong>My Responsibilities as Lead QA</strong></p>
<ul>
<li>Personally perform verification &amp; validation testing on the title</li>
<li>Assemble and manage a team of testers in regular bi-weekly sessions</li>
<li>Provide feedback to the design team in a concise and accessible manner</li>
<li>Consult the design team on a wide variety of topics</li>
</ul>
<p>As the Quality Assurance Lead I was responsible not only for personally testing the game myself, but also organizing a group of nearly 50 individuals in the testing of of Requiem and 3 other titles over the course of just over three months. I was brought onto the project halfway through the production cycle in order to provide the feedback and testing that are so important to crafting a finely tuned and polished experience. Using tools like Facebook, Twitter and Unfuddle, I organized and executed bi-weekly testing sessions with testers ranging from students of game design, art and programming to student gamers pursuing more typical majors and non-gamers. This wide range of testers allowed for the depth and breadth of feedback that the design team required to craft a vertical shooter intended to appeal to a broader audience than most.</p>
<p>Employing a variety of methods I was able to provide verification testing to catch game-breaking bugs and validation testing to help balance the game&#8217;s design to the user&#8217;s expectations. Organization played a crucial role in my work, as compiling the large amount of feedback into something concise and easily accessible for the design team was paramount. Consulting the team on a personal basis was necessary,  and my and my teams feedback was used to help balance difficulty and fine-tune upgrade potency and tweak itemization costs. In addition to my role as Lead QA I also assisted in minor polishing efforts late in the production cycle, including providing scripting solutions.</p>
<p><strong>Overview of the Game</strong></p>
<p>Requiem is a vertical shooter or sh&#8217;mup choreographed to the musical works of Wolfgang Amadeus Mozart, in particular his last mass &#8220;Requiem.&#8221; Attempting to break the game out of a genre standard of only appealing to a niche hardcore audience due to the often tedious game loop that can leave players at an impasse, Requiem was designed in a way that encourages players to make repeated attempts on a level by providing not only scalable difficulty, but also providing the player with a performance based resource that promotes skillful play and provides a variety of upgrades that can be purchased to modify the player&#8217;s ship, thus allowing them to overcome more difficult obstacles.</p>
<p>Designed with the hardcore and casual player in mind Requiem can be taken in bite sized chunks, or in large sit-downs and features arcade-style multiplayer, where a second player can jump in at any time, either as a guest, or with an existing account.</p>
<p style="padding-left: 15px;"><a class="thickbox" title="Two players encounter a mini boss." rel="gallery-requiem" href="http://designerdougm.com/images/requiem_gal01.jpg"><img src="http://designerdougm.com/images/requiem_gal01bt.jpg" alt="2 Player Mini Boss" /></a><a class="thickbox" title="The camera pans low for a cinematic introduction to level 2." rel="gallery-requiem" href="http://designerdougm.com/images/requiem_gal02.jpg"><img src="http://designerdougm.com/images/requiem_gal02bt.jpg" alt="Cinematic Panning Shot" /></a><a class="thickbox" title="A glimpse at the upgrade screen." rel="gallery-requiem" href="http://designerdougm.com/images/requiem_gal03.jpg"><img src="http://designerdougm.com/images/requiem_gal03bt.jpg" alt="Upgrade Screen" /></a></p>
<p><a href="http://austonmontville.com/gamedl/Requiem_1_01.zip">Download and Play <em>Requiem</em>.</a>
</div>
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		<title>Darkest at Dusk</title>
		<link>http://designerdougm.com/work/darkest-at-dusk/</link>
		<comments>http://designerdougm.com/work/darkest-at-dusk/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 10:10:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://designerdougm.com/?p=169</guid>
		<description><![CDATA[A collaborative project created in a four person team over four months, Darkest at Dusk is the prototype of a heavily narrative-driven adventure game set in the South American Caatinga.

My responsibilities on the project included roles as Lead Narrative Designer, working in as Co-Lead Designer, Level Design work and maintaining accurate and up-to-date documentation.]]></description>
			<content:encoded><![CDATA[<div id="darkest-at-dusk">
<p><img src="http://designerdougm.com/images/dad_title.jpg" alt="Darkest at Dusk Header" /></p>
<p><strong>Production Overview</strong></p>
<ul>
<li>Four months</li>
<li>400 man hours</li>
<li>Two designers</li>
<li>Two artists<strong><br />
</strong></li>
</ul>
<p>Created over a period of just under four months and less than 400 man hours Darkest at Dusk is the result of the collaborative work of two designers and two artists. This project was the group&#8217;s first time working together as a whole and also the group&#8217;s first time working with the Unity 3D engine.</p>
<p>Mike Fowler &#8211; Lead Artist &amp; Engineer<br />
Alex Gustafson &#8211; Co-Lead Designer &amp; Producer<br />
Doug Miller &#8211; Co-Lead Designer &amp; Lead Narrative Designer<br />
Alex Schwartz &#8211; Environmental Artist</p>
<p><strong>My Responsibilities as Lead Narrative Designer </strong></p>
<ul>
<li>Early construction of the basic narrative</li>
<li>Creating the history of a fictional ancient civilization</li>
<li>Defining important events in the history of the playspace</li>
<li>Constructing the backgrounds and personalities of various characters</li>
<li>Writing the physical texts that the player encounters</li>
</ul>
<p>As the Lead Narrative Designer on Darkest at Dusk I was responsible with the construction of the basic narrative, something that evolved naturally out of the desire to create an open-world game within a small enclosed space. I worked jointly with my team early on in order to facilitate a deep connection with the narrative for all members of the project. Once the basic narrative was nailed down I worked on the construction of a fictional history for the ancient civilization included in our narrative.</p>
<p>I also focused on important events that occurred in the playspace after the ancient civilization had gone. Within the context of the game the location is in and of itself a character, as such a history was established for the location. Characters who&#8217;s writings the player would encounter throughout the game were carefully constructed with their own back story and predominant personality traits.  In addition I was responsible for the writing of the actual documents and excerpts the player encounters during the course of play.</p>
<p style="padding-left: 15px;"><a class="thickbox" title="A grassy hillside in the light of the setting sun." rel="gallery-dad" href="http://designerdougm.com/images/dad_gal02.jpg"><img src="http://designerdougm.com/images/dad_gal02bt.jpg" alt="Flower" /></a></p>
<p><strong>My Responsibilities as Co-Lead Designer </strong></p>
<ul>
<li>Early planning of basic concept</li>
<li>Development of core mechanics</li>
<li>Construction of world layout</li>
<li>Communicating with the art team</li>
<li>In-engine art implementation</li>
<li>In-engine level design</li>
<li>Creation and maintenance of up to date documentation</li>
</ul>
<p>Working in cohort with another designer we jointly fullfilled the role of Lead Designer.  Running with my original idea of creating an open world game within an enclosed space we focused on the idea of boundaries and came to a decision on the game setting and world overview. We worked jointly on the core mechanics and the construction of the world layout, at every step of the way working alongside the art team to construct detailed asset lists and milestones for the project. I also worked on the implementation of the art within the game world, laying out environmental assets.</p>
<p>In addition to my shared responsibilities of lead designer I was in charge of the creation and maintenance of detailed documentation. This primarily concerns the game design document itself which was created in conjunction with the narrative design document in a wiki format. Throughout the production cycle any changes that were made were documented in order to facilitate and streamline the design process.</p>
<p style="padding-left: 15px;"><a class="thickbox" href="http://darkestatdusk.pbworks.com?KeepThis=true&amp;TB_iframe=true&amp;height=600&amp;width=800"><img src="http://designerdougm.com/images/dad_wiki.jpg" alt="Go to the Design Document" /></a></p>
<p><strong>Overview of the Game</strong></p>
<p>Set in the Caatinga; a seasonally dry scrubland of South America, Darkest at Dusk is a heavily narrative-driven adventure game created in the Unity 3D engine. Gameplay primarily focuses on exploration spurred onward by the introduction of narrative pieces. The overarching design places an emphasis on free-form movement allowing the player to traverse the world as he or she sees fit. In order to maintain a focus on exploration and narrative, puzzles are primarily simple often requiring the player only arrive at the challenge with the correct item.</p>
<p style="padding-left: 15px;"><a class="thickbox" title="Worn and weather stucco buildings rest like gravestones at the town's center." rel="gallery-dad" href="http://designerdougm.com/images/dad_gal03.jpg"><img src="http://designerdougm.com/images/dad_gal03bt.jpg" alt="Flower" /></a></p>
<p>The game focuses on three intertwined narrative structures from three different time periods; all of which take place within the game&#8217;s play space. The concept of the story falls around the cosmic event of a magnetic polar shift within the planet Earth; when the magnetism of the planet is reversed due to the planet crossing a threshold of orientation within the galaxy. In order to escape the radiation and other harmful effects the surface of the Earth and all of its inhabitants are subject to during a pole-shift, an ancient race of peoples under the guidance of a strange and powerful being constructed a device to protect a select few of their race.</p>
<p style="padding-left: 15px;"><a class="thickbox" title="A lonely and dilapidated windmill rests at the top of a hill." rel="gallery-dad" href="http://designerdougm.com/images/dad_gal04.jpg"><img src="http://designerdougm.com/images/dad_gal04bt.jpg" alt="Flower" /></a></p>
<p>Constructed from naturally occurring monopolar magnets; a resource used widely as a power source by their ancient civilization, these peoples created a perpetual motion device, a dynamo capable of emulating the same processes that occur within the core of the earth, thus creating a magnetosphere capable of providing protection from the cosmic forces which the rest of Earth found itself subject to. The player finds themselves unknowingly trapped in this area during the third pole shift that has occurred since the dynamo&#8217;s construction.</p>
<p style="padding-left: 15px;"><a class="thickbox" title="The horizon at dusk." rel="gallery-dad" href="http://designerdougm.com/images/dad_gal01.jpg"><img src="http://designerdougm.com/images/dad_gal01bt.jpg" alt="Flower" /></a></p>
<p>The feeling of entrapment is exacerbated by the lack of any human contact and the presence of the secretive ancient being who has since developed a strong distaste for humans. By piecing together scattered bits of disjointed information left behind by those that lived there during the second pole shift just after the turn of the millennium as well as translating texts and information left behind by the ancients that lived there during the first pole shift, the player discovers their prison is in fact a paradise.</p>
</div>
]]></content:encoded>
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		<title>Reactor</title>
		<link>http://designerdougm.com/work/reactor/</link>
		<comments>http://designerdougm.com/work/reactor/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 10:07:53 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://designerdougm.com/?p=166</guid>
		<description><![CDATA[This Deathmatch style level was created in Unreal 3 with a heavy focus on dynamic lighting as a feature of gameplay. An energy source passing by on the power conduits outside casts an intense light into the main reactor causing an occasional temporary distraction. 

In addition the presence of a light vehicle in this indoor map creates a unique situation where players will have to team up on the fly to survive. Players can also take advantage of the situation to further their own goals while avoiding the map's environmental hazard. ]]></description>
			<content:encoded><![CDATA[<p><img src="http://designerdougm.com/images/reactor_title.jpg" alt="Reactor Header" /></p>
<p><strong>Level Overview:</strong></p>
<ul>
<li>Production time of two weeks</li>
<li>Created in Unreal 3</li>
<li>Focus on dynamic lighting</li>
<li>10 player Deathmatch multiplayer map</li>
<li>Miniboss style vehicle implementation</li>
<li>Unreal Tournament 3 assets</li>
</ul>
<p>Developed from design to completion in just under two weeks Reactor is an Unreal Tournament 3 level for the the Deathmatch game type. Supporting 10 players the environment focuses around the central core of a reactor, a primary hazard for players. In addition to the central arena around the reactor core, adjacent rooms house power ups and additional weapons as well as a Manta, a light, fast, hovering vehicle.</p>
<p>While the Manta is generally seen as fodder for larger vehicles, in this small indoor map with no other vehicles a combatant who manages to commandeer the Manta suddenly becomes a powerful threat that other players must work together to take down. The far wall of the building is open to three large glass windows that look out onto a sweeping view of a water-born city. Occasionally a large device passes by on the power conduits outside disrupting play by casting an intensely bright light through the window.</p>
<p><strong>Storyboard Gallery:</strong></p>
<p>Below is a small gallery of images that depict the environment and play that occurs within Reactor. Mouse over an image to view a brief description of the content and/or click to view the full sized image and information.</p>
<p style="padding-left: 15px;"><a class="thickbox" title="The central reactor is made up of many parts some of which can only be seen under panes of walkable glass." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal01.jpg"><img src="http://designerdougm.com/images/reactor_gal01bt.jpg" alt="Image" /></a><a class="thickbox" title="Light from the passing energy source outside floods the reactor's dark interior momentarily." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal02.jpg"><img src="http://designerdougm.com/images/reactor_gal02bt.jpg" alt="Image" /></a></p>
<p style="padding-left: 15px;"><a class="thickbox" title="Just outside the sweeping vista of a water-born city at night can be seen beyond the power conduits." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal03.jpg"><img src="http://designerdougm.com/images/reactor_gal03bt.jpg" alt="Image" /></a><a class="thickbox" title="The light from the power conduits illuminates an small vessel docked at a repair bay in the reactor's garage." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal04.jpg"><img src="http://designerdougm.com/images/reactor_gal04bt.jpg" alt="Image" /></a></p>
<p style="padding-left: 15px;"><a class="thickbox" title="The Manta fires its high impact tracer rounds through a collapsed bit of wall from the garage." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal07.jpg"><img src="http://designerdougm.com/images/reactor_gal07bt.jpg" alt="Image" /></a><a class="thickbox" title="The electric hum of the florescent lights can be heard when the fighting has momentarily died down." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal08.jpg"><img src="http://designerdougm.com/images/reactor_gal08bt.jpg" alt="Image" /></a></p>
<p style="padding-left: 15px;"><a class="thickbox" title="Both loud and eye-catching with the amount of dust the Manta kicks up it quickly becomes a target." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal09.jpg"><img src="http://designerdougm.com/images/reactor_gal09bt.jpg" alt="Image" /></a><a class="thickbox" title="Though easily spotted by other players the Manta is difficult to destroy without the help of others." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal10.jpg"><img src="http://designerdougm.com/images/reactor_gal10bt.jpg" alt="Image" /></a></p>
<p style="padding-left: 15px;"><a class="thickbox" title="Light through the windows can serve as a temporary distraction allowing others to take the lead." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal11.jpg"><img src="http://designerdougm.com/images/reactor_gal11bt.jpg" alt="Image" /></a><a class="thickbox" title="Though dangerous the lower arena created by the reactor is stockpiled with ammo and weapons." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal12.jpg"><img src="http://designerdougm.com/images/reactor_gal12bt.jpg" alt="Image" /></a></p>
<p style="padding-left: 15px;"><a class="thickbox" title="Battles over additional ammo often breakout in the corners of the reactor using the stairs for cover." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal13.jpg"><img src="http://designerdougm.com/images/reactor_gal13bt.jpg" alt="Image" /></a><a class="thickbox" title="Though it is wise for players to team up vs. the Manta, the confusion can be used for personal gain." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal14.jpg"><img src="http://designerdougm.com/images/reactor_gal14bt.jpg" alt="Image" /></a></p>
<p style="padding-left: 15px;"><a class="thickbox" title="Large scale weapon detonations fill the reactor floors as tight quarters allow for increased accuracy." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal15.jpg"><img src="http://designerdougm.com/images/reactor_gal15bt.jpg" alt="Image" /></a><a class="thickbox" title="Fighting over the central core can be advantageous, one miss-step by a pursuer leads to instant death." rel="gallery-reactor" href="http://designerdougm.com/images/reactor_gal16.jpg"><img src="http://designerdougm.com/images/reactor_gal16bt.jpg" alt="Image" /></a></p>
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		<title>Nightwalk</title>
		<link>http://designerdougm.com/work/nightwalk/</link>
		<comments>http://designerdougm.com/work/nightwalk/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 03:33:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://designerdougm.com/?p=56</guid>
		<description><![CDATA[Created in Unreal 3 this multiplayer Warfare map is set on the high flying catwalks of a dimly lit grunge city. Emphasis on sound as well as ambient lighting sets the mood for intense and focused back-and-forth combat amongst the high rises of Nightwalk.]]></description>
			<content:encoded><![CDATA[<p><img src="http://designerdougm.com/images/nightwalk_title.jpg" alt="Nightwalk" /></p>
<p><strong>Level Overview:</strong></p>
<ul>
<li>Production time of one week</li>
<li>Created in Unreal 3</li>
<li>Focus on ambient lighting</li>
<li>Warfare multiplayer map</li>
<li>Constant environmental risk</li>
<li>Unreal Tournament 3 assets</li>
</ul>
<p>Created in just under one week Nightwalk is an Unreal Tournament 3 level for the the Warfare game type. Focused on ambient lighting the map is set on high flying catwalks strung between the dark corridors of a futuristic grunge city. Old neon signs buzz and crackle and the electrical lines of a hanging commuter train hum loudly in the quiet night. The deep bass of electronic club music pulses through the thick walls of buildings in the red light district. Occasionally a passenger train passes quietly through the high rises casting a pale electric light over everything. </p>
<p>Just beyond the high rises in an older part of town a cricket&#8217;s chirp can be heard through the broken glass of an old building. The blue team&#8217;s power node rests at their landing sight on the outskirts amongst these older broken down buildings. Beyond the train lines in the recesses of the high rise the red team&#8217;s power node rests inside one of the many buildings. Players encounter a constant back-and-forth struggle as they try to push through to the other team&#8217;s power node and destroy it. Tight corridors and the danger of high up catwalks and the bottomless pit below keep the action tense and fast paced.</p>
<p style="padding-left: 15px;"><a class="thickbox" title="In the grungy red light district the hum and flicker of the neon signs is overshadowed by the muffled beat of the club's music." rel="gallery-nightwalk" href="http://designerdougm.com/images/nightwalk_gal01.jpg"><img src="http://designerdougm.com/images/nightwalk_gal01bt.jpg" alt="Image" /></a></p>
<p>In the grungy red light district the hum and flicker of the neon signs is overshadowed by the muffled beat of the club&#8217;s music.</p>
<p style="padding-left: 15px;"><a class="thickbox" title="Dimly lit catwalks snake along the high up corridors of the city." rel="gallery-nightwalk" href="http://designerdougm.com/images/nightwalk_gal02.jpg"><img src="http://designerdougm.com/images/nightwalk_gal02bt.jpg" alt="Image" /></a></p>
<p>Dimly lit catwalks snake along the high up corridors of the city.</p>
<p style="padding-left: 15px;"><a class="thickbox" href="http://designerdougm.com/images/nightwalk_map.jpg"><img src="http://designerdougm.com/images/nightwalk_map_thumb.jpg" alt="View a map of Nightwalk" /></a></p>
<p style="padding-left: 15px;"><a class="thickbox" title="The faint chirping of a cricket can be heard through the broken glass of the ancient buildings just outside the red light district." rel="gallery-nightwalk" href="http://designerdougm.com/images/nightwalk_gal03.jpg"><img src="http://designerdougm.com/images/nightwalk_gal03bt.jpg" alt="Image" /></a></p>
<p>The faint chirping of a cricket can be heard through the broken glass of the ancient buildings just outside the red light district.</p>
<p style="padding-left: 15px;"><a class="thickbox" title="For a moment the passenger train casts a pale electric light over everything before disappearing back into the dark corridors of the city." rel="gallery-nightwalk" href="http://designerdougm.com/images/nightwalk_gal04.jpg"><img src="http://designerdougm.com/images/nightwalk_gal04bt.jpg" alt="Image" /></a></p>
<p>For a moment the passenger train casts a pale electric light over everything before disappearing back into the dark corridors of the city.</p>
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		<title>Sanctum</title>
		<link>http://designerdougm.com/work/sanctum/</link>
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		<description><![CDATA[Written casually over a period of two months Sanctum is an experiment in the idea of episodic narrative-driven content. Seven episodes in whole make up the series' narrative following various stories of love, grief, betrayal and politics.

A future of important events was plotted out from present day to the desired time period in order to establish a believable foundation for the colonization of the Local Group; the galaxies immediately around and including the Milky Way, and also the setting for Sanctum.]]></description>
			<content:encoded><![CDATA[<p><img src="http://designerdougm.com/images/sanctum_title.jpg" alt="Reactor Header" /></p>
<p><strong>Production Cycle:</strong> Two Months</p>
<p><strong>Concept Overview</strong></p>
<p style="padding-left: 30px;">Written casually over a period of two months Sanctum is an experiment in the idea of episodic narrative-driven content. Seven episodes in whole make up the series’ narrative following various stories of love, grief, betrayal and politics.</p>
<p style="padding-left: 30px;">A future of important events was plotted out from present day to the desired time period in order to establish a believable foundation for the colonization of the Local Group; the galaxies immediately around and including the Milky Way, and also the setting for Sanctum.</p>
<p><strong>High-Level Story Summary of Sanctum Series</strong></p>
<p style="padding-left: 30px;">Sanctum’s story begins with Noah Lansing, a rookie Earth Sphere Kingdom (ESK) pilot that along with his wingmen Charlie and Rei are called to arms against a Syndicate threat. When their colony is destroyed during the battle they are reassigned from their defensive duties to a major ESK fleet.</p>
<p style="padding-left: 30px;">An alternate segment of the story also follows Vero Nagaram and Leona Aldridge, pilot and mechanic of the notorious Tizona a ship that Noah runs into right after the Syndicate attack, which he identifies as an enemy.</p>
<p style="padding-left: 30px;">Noah discovers that the ESK is perpetrating an insidious plot using a faux-Syndicate fleet to destroy innocent civilian colonies in order to cause Intergalactic outrage and garner support for the ESK’s failing war on the Syndicate. Outraged Noah flees the ESK fleet along with the equally outraged and now endangered young Queen Madeline.</p>
<p style="padding-left: 30px;">Meanwhile Vero, curious and never one to keep his nose out of trouble investigates leads related to the ESK’s new plot, only to find himself set up repeatedly and that the price on his head is rising. When the Queen is endangered Vero kidnaps Madeline from a very angry Noah.</p>
<p style="padding-left: 30px;">In desperation Noah inadvertently leads the enemy straight to Vero and all four of them are captured. Vero helps the three of them escape but forfeits his life in the process. Noah takes over the Tizona and becomes number one on the entire Universe’s most wanted list.</p>
<p style="padding-left: 30px;">As Noah attempts to get a handle on his new fate he investigates Project Origin, supposedly the project responsible for the Tizona, and the origin of all Syndicate technologies. Traveling to the Syndicate’s Cassiopeia Galaxy he discovers the relationship between the project and the disproved theory of the conservation of matter.</p>
<p style="padding-left: 30px;">After discovering the origin of the Tizona he returns to the Local Group with a new take on his role, not only due to his discovery but also social exchanges with Madeline and Leona. He discovers the culmination of the ESK’s plan, Sanctum IV, a large weapon capable of wiping out large parts of a planet’s surface in a single shot.</p>
<p style="padding-left: 30px;">Forced to kill his old comrades; including his love interest Rei, Noah narrowly stops the weapon, leaving a large scar on Gaea’s surface. When all is said and done, Madeline must return to her role as Queen but Noah cannot resume his old life, he must pick up where Vero left off and watch over the Tizona.</p>
<p><a href="http://designerdougm.com/sanctum_script.pdf"><img src="http://designerdougm.com/images/sanctum_script.jpg" alt="Reactor Header" /></a></p>
<p><strong>Low-Level Story Summary of Sanctum Series</strong></p>
<p style="padding-left: 15px;"><em>Series Exposition</em></p>
<p style="padding-left: 15px;"><strong>Sanctum 1</strong></p>
<p style="padding-left: 30px;"><em>Exposition</em></p>
<p style="padding-left: 30px;">Trip to the Movies</p>
<p style="padding-left: 30px;">A short scene introduces the protagonist Noah and female character Rei as they enjoy a day off on their way to the movies. Throughout the scene a chemistry between the two characters is hinted at. When they arrive at the movies they find out they are early and Rei takes this time to play an arcade game flying a spaceship, Noah teaches her how to play and afterward they head into the theater to get their seats. The scene ends when Rei unexpectedly begins screaming over the com at Noah and he awakens finding himself strapped into the cockpit of his destroyed spaceship with blood splattered over the inside of his helmet. After a few moments of confusion Noah passes out.</p>
<p style="padding-left: 30px;">Syndicate Attack</p>
<p style="padding-left: 30px;">An ESK capital ship jumps through the nearby gate attempting to escape from a Syndicate fleet. Noah and all available pilots are scrambled and the player enters this scene in medias res. In the end Noah and his comrades end up being too little too late and the Syndicate fleet takes out not only the capital ship but the nearby colony it was fleeing to. Noah, Rei and Charlie barely escape with their lives.</p>
<p style="padding-left: 30px;">Enter the Tizona</p>
<p style="padding-left: 30px;">Vero Nagaram arrives on the scene in the Tizona both out of curiosity and for an opportunity to loot. Noah marks him as an enemy, both due to his actions and his ship being reminiscent of Syndicate ship design as it is in fact the prototype on which all Syndicate designs are based. Vero disables Noah’s ship and almost kills him, only later when informed by his comrades does Noah learn how lucky he was and that he was up against the legendary Tizona.</p>
<p style="padding-left: 30px;">Resupplying</p>
<p style="padding-left: 30px;">Perspective shifts when the Tizona escapes into hyperspace, Leona Aldridge is introduced as Vero’s partner and engineer. Vero and Leona make a detour into Local Trade Group Organization; LGTO, controlled space to re-supply. The Tizona encounters more resistance than expected when they discover the LGTO mining facility has been occupied by a hostile Syndicate force.</p>
<p style="padding-left: 30px;">Reward and Reassignment</p>
<p style="padding-left: 30px;">Noah, Charlie and Rei are reassigned from their positions defending a backwater colony due to it’s destruction. They join up with a major ESK fleet currently in Gaea Colonization Organization; GCO, space. During a short shore leave on the colony they are entered into the Order of Valor by Queen Madeline herself who is visiting New Sydney on mission of goodwill. Noah along with three others are awarded with the Victoria Cross for outstanding bravery. Unable to wrap his head around receiving an award for failure Noah tells Rei to keep the medal because stars are lucky. Aided by the GCO the ESK fleet including Noah and company is dispatched to the surface of a nearby planet to wipe out a small anti-ESK terrorist faction in an attempt to gather information on the attack on their home colony of New Dubai.</p>
<p style="padding-left: 30px;"><em>Rising Action</em></p>
<p style="padding-left: 30px;">A Second Failure</p>
<p style="padding-left: 30px;">The Syndicate unexpectedly ambush the GCO colony, taking out a large portion of the ESK fleet in a surprise attack. Noah and company fight alongside the fleet to push the interlopers back but they’re too late to stop the destruction of the colony.</p>
<p style="padding-left: 30px;">Ambushed</p>
<p style="padding-left: 30px;">Vero comes across some information from one of his informants, having never been let down by this particular source before he proceeds to the coordinates expecting an opportunity to ambush a convoy and instead finds himself the subject of an extensive ESK ambush. The Tizona narrowly escapes the full forces of an entire ESK fleet by fleeing into a nearby nebula.</p>
<p style="padding-left: 30px;">Save the Queen</p>
<p style="padding-left: 30px;">With no major victories to speak of since the ESK’s declaration of open war against the Syndicate over 50 years prior, many of the ESK higher ups are fed up with the lack of results and disenfranchisement many of the citizens are experiencing. In order to garner support, these individuals have set out to use a faux-Syndicate fleet to wreak havoc on ESK and foreign civilian and military targets. Noah discovers what the ESK is up to and that the attacks he had born witness to were the work of the faux-Syndicate fleet controlled by ESK itself. Meanwhile the hardheaded Queen Madeline has discovered the plot as well, Noah narrowly rescues Madeline and they flee the Fleet in Noah&#8217;s ship. Their difficult escape culminates in a battle against Rei who doesn’t believe Noah about the ESK’s plot. She fights hesitantly as she starts to believe what Noah is saying and Noah is successfully able to flee without taking her life but Charlie and Rei disown Noah when he makes his escape.</p>
<p style="padding-left: 30px;"><em>Intermission</em></p>
<p style="padding-left: 30px;">Rest and Relaxation</p>
<p style="padding-left: 30px;">Noah and Madeline attempt to lay low on a neutral colony, there is quite a bit of time for character development here, probably the slowest and longest intermissions in the first episode. The mood is heavy but also fun as the proud and proper princess must adapt to living low.</p>
<p style="padding-left: 30px;"><em>Climax</em></p>
<p style="padding-left: 30px;">Bang! It&#8217;s not Over Yet</p>
<p style="padding-left: 30px;">Without warning Noah and Madeline find themselves under attack by Syndicate agents. In an attempt to escape they make it to their ship but realize too late as they escape the colony that they were corralled into an ESK fleet. Narrowly they escape into a nearby nebula.</p>
<p style="padding-left: 30px;">Standoff</p>
<p style="padding-left: 30px;">Noah encounters the Tizona inside the nebula and he goes head to head with Vero despite Madeline’s protests. During the battle they find themselves surrounded by intrepid ESK assailants. Seemingly defeated in the battle Vero turns the tide in an instant when Noah realizes Vero had been playing around the entire battle. The Tizona crushes Noah but Vero once again leaves him to live, they drift into the nebula with a disabled ship.</p>
<p style="padding-left: 30px;">Intercepted! The Hyperspace Battle</p>
<p style="padding-left: 30px;">The tides are turned quickly on the ESK fleet by a transformed Tizona, the Admiral attempts to make his escape by using the rest of his fleet as countermeasures while his ship makes it to the gate. The Tizona pursues the head of the fleet in hyperspace engaging in those conditions. The Tizona defeats the capital ship single-handedly.</p>
<p style="padding-left: 30px;"><em>Falling Action</em></p>
<p style="padding-left: 30px;">SOS &#038; A Haircut</p>
<p style="padding-left: 30px;">Stranded in the middle of nowhere drifting just outside a nebula in the aftermath, Noah and Madeline are left with no choice but to activate their SOS and set it to a civilian channel, episode 1 comes to a close.</p>
<p style="padding-left: 30px;">(Mentioned in episode 2.) After over a day stuck together in the tiny ship a luxury liner receives the signal and informs them that they are en route. Not wanting to be reported as MIA soldiers and equally not wanting Madeline to be identified Madeline is forced into the hard choice and cuts off the majority of her long hair. Noah and Madeline detonate their ship after ejecting in flight suits and are picked up by the luxury liner.</p>
<p style="padding-left: 15px;"><em>Series Rising Action</em></p>
<p style="padding-left: 15px;"><strong>Sanctum 2</strong></p>
<p style="padding-left: 30px;"><em>Exposition</em></p>
<p style="padding-left: 30px;">Man of the Hour</p>
<p style="padding-left: 30px;">Vero finds himself once again atop everyone’s hit list. After managing to lay low for some time in GCO controlled space he runs into an old acquaintance, soon after he is found out and flees from a GCO fleet.</p>
<p style="padding-left: 30px;">The Casual Life</p>
<p style="padding-left: 30px;">Having been picked up by the luxury liner and made their way to a large but inconspicuous merchant colony Noah and Madeline attempt to live under the radar while things cool down. With no ship and no new info to go on they attempt to scratch together an existence. Some chemistry between the two is introduced. Madeline channels her knack for baked goods by opening a small bakery and Noah delivers her goods free of charge to incite business.</p>
<p style="padding-left: 30px;"><em>Rising Action</em></p>
<p style="padding-left: 30px;">Risk and Reward</p>
<p style="padding-left: 30px;">With the price on his head once again so high one could purchase a small galaxy and the Syndicate feverishly in pursuit of the Tizona, Vero finds that even the mercenaries and bounty hunters at his usual watering hole have let the price get the best of them. With the reward now exceeding the inherit risk in the minds of most of these men and women he finds himself pursued by a rag tag team of hired guns and hunters, including some old acquaintances.</p>
<p style="padding-left: 30px;">Blue-collar Blues</p>
<p style="padding-left: 30px;">Things are down for Noah and Madeline as their business are not doing so well. There is a period of both conflict and reconciliation that bring the two closer together in their hardships.</p>
<p style="padding-left: 30px;">Red Herring</p>
<p style="padding-left: 30px;">An as of yet introduced Amaj Al-Zuhwan, LGTO CEO and acquaintance of Vero provides some interesting information. The untouchable status of the Syndicate as the leader in black market trading had caused prices for services and goods to sink gradually over the last few decades, smaller local crime rings began to spring up causing prices to sink further. Some indication is made that the Syndicate itself may be behind the recent turn of events. With this information in hand Vero pursues a lead and interrupts a Syndicate-ESK trade deal.</p>
<p style="padding-left: 30px;"><em>Intermission</em></p>
<p style="padding-left: 30px;">A Beautiful Day</p>
<p style="padding-left: 30px;">Business starts to pick up for Noah and Madeline, the first signs of their chemistry going anywhere start to appear, but they are still subtle. Noah continues with his deliveries also taking freelance piloting jobs.</p>
<p style="padding-left: 30px;"><em>Climax</em></p>
<p style="padding-left: 30px;">Hunt for a Martyr</p>
<p style="padding-left: 30px;">Vero learns through his sources that the ESK extremists plan to martyr Queen Madeline and use her extreme popularity both within ESK and abroad to give the anti-Syndicate sentiment a catapult forward. Vero also learns that the whereabouts of the Queen have been discovered and races to prevent the catastrophe. Narrowly making it in time he kidnaps Madeline leaving Noah behind and escaping before the arrival of ESK hired Syndicate agents.</p>
<p style="padding-left: 30px;">Friend or Foe?</p>
<p style="padding-left: 30px;">Noah cashes in everything for the fastest ship he can get his hands on and attempts to pursue the Tizona. Despite his best efforts the trail goes cold and Noah is left hopeless searching for the next clue to Vero’s whereabouts. When he finally does get back on the Tizona’s trail he finds himself in an ESK fleet feeling the aftermath of their attempt to take on Vero. A patrol attempts to notify Noah in his civilian vessel to turn back when Noah realizes the patrol is none other than Rei. realizing the situation Noah tries to escape without calling attention to himself but Rei catches on quickly that it’s Noah and pursues him as he attempts to outrun the fleet. Noah learns that Rei has come to accept the ESK’s plan and believes it the only way; their bonds are for the most part completely severed. In an unexpected turn of events an unidentified ship provides just enough cover for Noah to make his escape.</p>
<p style="padding-left: 30px;"><em>Falling Action</em></p>
<p style="padding-left: 30px;">Chasing a Star</p>
<p style="padding-left: 30px;">Once again finding himself with a cold trail in pursuit of the Tizona Noah runs into the same band of outlaws and bounty hunters Vero had dispatched earlier. A threat to their profit margin they attempt to take Noah out and collect the bounty on his head. Noah takes out their leader before making his escape only to find himself in much the same position as before, without any clue as to where to go next.</p>
<p style="padding-left: 15px;"><strong>Sanctum 3</strong></p>
<p style="padding-left: 30px;">Walk the Line</p>
<p style="padding-left: 30px;">Still directionless and unable to pick up the Tizona’s trail, Noah runs into a man familiar to the player, but not yet to Noah. The still as of yet identified Amaj Al-Zuhwan approaches Noah with an offer, information to help Noah catch up with Vero, in return for the Tizona if he should be successful, he also promises that the Queen will not be harmed. Not known to the player at the time, but Al-Zuhwan’s motives are those of self-preservation, with an increasing number of LGTO operations being seized by the ESK through their faux-Syndicate operations, Al-Zuhwan needs the demand for raw materials to go down, and for the Syndicate to owe him a few favors. Noah hesitantly accepts, with the offer as his only apparent way to save Madeline. Noah feels no reservations about Vero’s fate, but about the Tizona falling into the Syndicate’s hands.</p>
<p style="padding-left: 30px;">Hiding in Plain Sight</p>
<p style="padding-left: 30px;">Vero, Leona and Madeline stay at a small mountain town on Gaea, attempting to lay low while Vero waits to make his next move.</p>
<p style="padding-left: 30px;"><em>Overview</em></p>
<p style="padding-left: 30px;">Noah pursues the Tizona with new purpose and intelligence on his side. Some character development occurs revealing to Madeline that Vero and Leona are not so bad after all. Noah is confused when Madeline protests to Noah’s attempts to rescue her. Most of this portion focuses on Vero, Madeline and Leona with Noah reoccurring as an antagonist. Noah eventually causes the capture of the Tizona but also finds out he’s been had when he is imprisoned alongside the others. </p>
<p style="padding-left: 30px;">Admiral Samuel Walsh; grandson of the venerable ESK hero Sir Zackary Walsh, is introduced as one of the larger hands behind the ESK plot as he takes to personally visiting the prisoners aboard his vessel. Vero manages to help everyone including Noah out of their cells, but must sacrifice his own life in order for the others to make their escape. Distraught and angry with himself for causing the horrible present situation Noah escaping with the women into the Tizona flees from the flagship, destroying it from the inside out in the process.</p>
<p style="padding-left: 30px;">After his escape he manages to take out a huge chunk of the fleet before jumping out of the area. Though she should Leona does not blame Noah for Vero’s death, though she wants to, Vero saw something in Noah and she tries to give him a chance, though she is exceedingly cold at first. Though also angry with him Madeline tries to be a pillar for Noah who is in a bit of an unstable state. </p>
<p style="padding-left: 15px;"><strong>Sanctum 4</strong></p>
<p style="padding-left: 30px;"><em>Overview</em></p>
<p style="padding-left: 30px;">Now the #1 target on the most wanted board of all factions in the Local Group Noah finds himself overwhelmed. The direct human interfacing is also taxing on Noah’s inexperienced mind. The Tizona like all ships borne from it’s design function by interfacing with the pilot’s neural network and utilizing the brain as an advanced targeting and navigational computer, essentially making the ship an extension of the pilot&#8217;s body. Unlike basic Syndicate ships however the Tizona essentially overclocks the human brain forcing it to process equations in complex non-conservation of mass based physics which allows the Tizona such an unparalleled advantage on the battlefield.</p>
<p style="padding-left: 30px;">Noah runs into Syndicate ambushes and ESK fleets, mercenaries and the GCO as he attempts simply to keep the Tizona out of enemy hands. Feeling the affects of the stress and with a sense of self-failure Noah pushes Madeline away as he tries to protect her. Noah is forced into one on one combat again with Rei and this time is left with no choice, she dies in the firefight, after confessing on the Victoria Cross he gifted her that she had once had hopes for a family together with Noah.</p>
<p style="padding-left: 30px;">When they finally get a chance to lay low on a small ESK colony Madeline helps Noah to remember what he is fighting for by showing him and reminding him of the people and ideals he is fighting to protect. Regardless Noah is in a state of inconsolable grief for some time over the loss of Rei. Leona manages to find some information regarding Walsh’s next move with the faux-Syndicate fleet.</p>
<p style="padding-left: 30px;">Noah races to stop Walsh from taking out the emergency meeting of the Local Group security counsel. Arriving just in the nick of time, the locally stationed GCO and ESK fleets are ambushed by the faux-Syndicate fleet. Noah with new resolve turns the tide of the battle in favor of the local GCO and ESK forces. With revived purpose and confidence Noah mends his relationship with Madeline and gains some respect and trust from Leona. He continues to pursue information regarding the plot, how deep it is and what’s coming next so he can stay always one step ahead. Leona sees the toll the Tizona&#8217;s systems are having on Noah and encourages Madeline to do anything she can to keep Noah&#8217;s mind stable. Privately Leona also begins to see the emergence of a more mature person inside of Noah which she compares in her own grief to the late Vero.</p>
<p style="padding-left: 15px;"><em>Intermission</em></p>
<p style="padding-left: 15px;"><strong>Sanctum 5</strong></p>
<p style="padding-left: 30px;"><em>Overview</em></p>
<p style="padding-left: 30px;">This episode serves as filler, it has no real bearing on the series, involves Vero and Rei despite their deceased status and turns out to be a dream/nightmare. It does further develop some of the game’s characters though.</p>
<p style="padding-left: 15px;"><strong>Sanctum 6</strong></p>
<p style="padding-left: 30px;"><em>Overview</em></p>
<p style="padding-left: 30px;">Noah takes matters into his own hands with Al-Zuhwan, something that the LGTO CEO respects; Noah learns that his escape with the Tizona has increased tensions between the ESK sub faction and the Syndicate. As of such, trade has ceased and due to recent failures Amaj notes that there will likely be a period of calm in the near future while the faux-Syndicate fleet is replenished. </p>
<p style="padding-left: 30px;">Additionally, Noah learns about Project Origin, and that the Tizona is somehow connected. Al-Zuhwan is able to provide little more information and informs Noah that if he really wants to know, he’s going to have to go to the Cassiopeia Galaxy, the Syndicate home galaxy.</p>
<p style="padding-left: 30px;">Noah pursues a Syndicate vessel into deep space outside of a Galaxy, into a large nebula. Finding one of their mobile gates, he takes the Tizona through into the Cassiopeia Galaxy. Not quite what he expected, Noah discovers the Cassiopeia Galaxy to be full of well-developed and unique Syndicate Colonies, not filled with crime but seemingly normal and high-minded societies. </p>
<p style="padding-left: 30px;">Attempting to lay low comes rather difficult, and the Tizona is engaged on multiple occasions as he attempts to find out any information relating to Project Origin. The only general information he is able to garner is that Project Origin is the source of the Tizona and hence the source of all Syndicate ship technology. </p>
<p style="padding-left: 30px;">Finally grasping onto the first lead he gets, Noah flies straight into the hornets nest to get five minutes with the Syndicate lead engineers, said to be working on the research of Project Origin. Noah discovers that Project Origin was an initiative started over 200 years ago by Aerospace Engineering Company Hoshiyume’s Research and Development team. </p>
<p style="padding-left: 30px;">Project Origin was the culmination of research into the creation of matter and the relationship between biological initiatives and universal truths. Project Origin successfully disproved the theory of conservation of matter and rose the idea of the universe itself being, to some extent a living being.</p>
<p style="padding-left: 30px;">The Tizona a 200 year old ship was the apex of Project Origin’s research. The ship’s biological relationship with its pilot as well as its ability to produce matter from seemingly nothing all related back to Hoshiyume’s work on project origin. Noah also learns that all of Project Origin’s work was lost and the Tizona stolen, and that though the Syndicate’s technology emulates that of the Tizona as best they can, the ship is the final puzzle piece needed and holds the key to piecing together the last of the research.</p>
<p style="padding-left: 30px;">With no more time to chat Noah barely escapes the Syndicate’s proverbial hive and not long after leaves the Cassiopeia Galaxy. </p>
<p style="padding-left: 15px;"><em>Series Climax</em></p>
<p style="padding-left: 15px;"><strong>Sanctum 7</strong></p>
<p style="padding-left: 30px;"><em>Overview</em></p>
<p style="padding-left: 30px;">Noah liberates an LGTO mining facility from the faux-Syndicate to elicit a favor from Al-Zuhwan. Noah learns that the ESK has increased their resource drive far over normal levels, even with the necessary replacements to the faux-fleet factored in. </p>
<p style="padding-left: 30px;">Noah investigates further and takes out a large mining operation on an uninhabitable planet. Noah learns that the resources are all being redirected to a single destination but is unable to pinpoint the location, as too many proxy gates are used. </p>
<p style="padding-left: 30px;">In the meantime the ESK is no fool and uses hit and run tactics all over the Local Group to keep Noah and the Tizona distracted and busy plugging leaks. Noah finally locates a lead on where the raw materials are going, but finds he is too late and that whatever was being worked on is already complete and gone.</p>
<p style="padding-left: 30px;">Noah finds that he has fallen straight into a trap lead by a vengeful Charlie. Not at all wanting the same thing to happen that happened with Rei, Noah attempts to reason with Charlie. Noah quickly realizes that Charlie’s mind is made up on revenge, and that there is no way to avoid it. Charlie and Noah go one on one, Noah defeats Charlie and he is killed.</p>
<p style="padding-left: 30px;">Charlie does reveal that the area had been the construction site for Sanctum IV, a high-powered weapons platform capable of wiping out part of a planet’s surface in a single blast. He also reveals its destination, realizing perhaps at the last moment from Noah’s conviction that he has failed. </p>
<p style="padding-left: 30px;">Noah heads to Gaea with little to no time to spare, arriving at the last moment, Sanctum leaves an enormous scar across the surface of Gaea that Noah is unable to stop, but the brunt impact of the weapon is turned away from the planet. </p>
<p style="padding-left: 30px;"><em>Falling Action</em></p>
<p style="padding-left: 30px;">The ESK plot is revealed to the universe and Sanctum IV is disabled. An intergalactic inquiry is led into the ESK military and the criminals are purged, the ESK’s power is checked. </p>
<p style="padding-left: 30px;">Queen Madeline hesitantly returns to her duties as Queen, and though Noah still considers himself ESK at heart, he knows that he can’t return. The two despite strong feelings for one another sadly part, and go their separate ways. Noah takes the name of Vero and vows to watch over the Tizona with Leona from that moment onward and repent for the death of his predecessor.</p>
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