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	<title>Douglas Miller&#039;s Portfolio</title>
	<link>http://designerdougm.com</link>
	<description>A Game Designer&#039;s Portfolio</description>
	<lastBuildDate>Tue, 24 Aug 2010 04:35:18 +0000</lastBuildDate>
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	<item>
		<title>Requiem</title>
		<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>
		<link>http://designerdougm.com/work/requiem/</link>
			</item>
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		<title>Darkest at Dusk</title>
		<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>
		<link>http://designerdougm.com/work/darkest-at-dusk/</link>
			</item>
	<item>
		<title>Reactor</title>
		<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>
		<link>http://designerdougm.com/work/reactor/</link>
			</item>
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		<title>Nightwalk</title>
		<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>
		<link>http://designerdougm.com/work/nightwalk/</link>
			</item>
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		<title>Sanctum</title>
		<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>
		<link>http://designerdougm.com/work/sanctum/</link>
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