Cloudyday


Hi there. Thanks for taking some time to check out my page!If this is your first time here, I highly reccomend checking out the About Me section for a demo reel and overview of me & my skills. Afterwards, you can find my various works listed by their categories.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.


About Me


My name is Tristan De Soysa, and I am a Melbourne-based Game/Narrative Designer. I presently hold 4 years worth of experience in the games industry, including industry experience and a Bachelor of Design at RMIT.I am a passionate and organized individual who excels in building the groundwork for unique, thematically engaging experiences, as well as supporting the production pipeline through my skills in iteration.My current goal is to earn further experience at a gaming company/studio, and eventually meet the right group of like-minded, passionate people to produce a revolutionary game akin to the Half-Life franchise in terms of legacy.

Demo Reel

Skills


Narrative Design

| Worldbuilding
| Dialogue
| Storyboard Art


Game Design

| Systems Design
| Level Design
| QA Testing


Genres

| FPS
| JRPGs
| Puzzle Games
| Walking Sims
| Science Fiction
| Horror
| Shonen

Software


Game Development Software

Unreal Engine |
Unity |
Godot |
Gamemaker Studio |
Ren'py |
RPGMaker MZ |

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Writing

I'm generally a flexible writer, though my greatest strengths lie in worldbuilding and characterisation. You'll notice many examples that incorporate some imagery, as my storytelling is made stronger through a visual medium. This reason is why I enjoy writing for video games and animation.



Short Stories

A collection of text-only stories. Images Sourced by Adobe Stock.

Other Examples


The 7th episode of a cancelled text-based Object Show, where a new writer would be delegated for each episode. This episode on the contestants scrambling to obtain a package from an airport, while delving into the worldbuilding and characters' inner struggles.

A collection of stories created from a Narrative Crusade game of Warhammer 40k. The stories in question build off of the results of the game and form an overarching narrative around the characters.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Genre: Puzzle Simulation
Type: Full Release
Engine: Gamemaker Studio
Tools: Gamemaker Studio, FLStudio, Canva
Iterations # 3
Role: Game Designer, Narrative Designer (Worldbuilding, Dialogue), Sound Designer (Environment, UI Interface), Programmer (Scripting)

Spaceport925 Trailer

A Papers Please-type game where you screen aliens transiting to planets in the Andromeda system. My contributions include the game design, narrative design (including worldbuilding and dialogue), sound design, and programming.This project involved half a year’s worth of production and would aim to be presented. As such, our game needed to stand out from the others, and the best way to do so was to make the most of each team member’s skills. With help from my teammates, I designed a game that would require less intensive programming and would place greater focus on the storytelling, artwork and atmosphere. Through this optimisation, our game circulated attention during the RMIT show day and was among those chosen to present at ACMI in that same year.


Accomplishments

  • Created a click-and-drag system with audiovisual feedback.

  • Established worldbuilding for 7 different planets in a system, including their culture and history.

  • My group successfully worked together to create an appealing art style that remains consistent despite being handled by multiple artists.

Future Goals

  • Collaborate with programmers proficient in more advanced software such as Unity and Godot.

  • Develop some way to ensure artwork retains its resolution while imported.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Infinity Wars


Genre: Digital Collectible Card Game
Type: Full Release
Engine: Unity
Tools: Unity, Blender, Excel
Role: Narrative Designer (Dialogue, Campaign storytelling), Game Designer (mechanics, gameplay loop)

During 2024, I completed a year-long internship with Lightmare and worked with a team of writers on several faction campaigns. These include the majority of the Genesis Industries and Swarmer campaigns, as well as smaller contributions on other campaigns. Writing for the Swarmer story can be found below:

I've also done some singular lines for generic cards to say during gameplay, which can be found in the following link:


Accomplishments

  • Developed the ability to write realistic and stylised dialogue, as well as differentiate between the two.

  • Helped design unique mechanics for an upcoming campaign.

Future Goals

  • Be less reliant on "..." for dialogue, as well as bold and italic text.

  • Be more consistent with character voice.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Park Pressure


Genre: Psychological Horror
Duration: 4 Weeks
Engine: Twine
Role: Narrative Designer (Branching dialogue writing, design and implementation)


A text-based Twine Survival/Psychological Horror where players must choose carefully to escape a park full of monsters. This project has helped me delve outside the visual narratives I'm used to writing, by making me tell an interactive story entirely through words.

Brimstone Bus


Genre: Visual Novel
Duration: 4 Weeks
Engine: Ren'Py
Role: Narrative Designer (Worldbuilding, dialogue), Programmer


A short Visual Novel made as a collaborative effort for an O2A2 game jam. The story revolves around an unnamed bus driver lamenting his dead-end job, unaware of the mental prison he's placed himself into. As this was a group project for a visual novel jam, I got to experience networking and collaborating with people online.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Arcade Games

Type: Full Release
Engine: Gamemaker Studio
Tools: Gamemaker Studio, WWise
Role: Game Designer (Creating + implementing the gameplay loop), Narrative Designer (Worldbuilding), Sound Designer, Programmer (Scripting)



Short and sweet game ideas brought to life. While some assets such as sound effects are borrowed, these are entirely solo projects.

Accomplishments

  • Created a diverse set of gameplay loops.

  • Slime Knight and Krazy Kalkulator have satisfying audio feedback.

Future Goals

  • Connect with more Digital Artists to improve the visual aspect of these games.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Walking Sims


Trips through immersive environments made in Unreal Engine and Unity.


Accomplishments

  • Boosted my familarity with software integral to the games industry.

  • Presented storytelling through interactive and visual means.

  • Learned how to use mise-en-scène creatively to guide player movement and focus.

Future Goals

  • Introduce more interactivity for 3D projects such as this.

  • Optimise the camera and environments so that the player doesn't look see out-of-bounds areas.

  • Improve lighting and texture implementation so that objects look less glossy.

  • Keep files organised while making these games.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Tech Demos


Godot FPS Skeleton

Type: Prototype
Engine: Godot
Role: Game Designer, Programmer

Godot is a development platform that's great for smaller games, so I chose to start learning about it by creating an FPS framework that can be used for future projects.

Accomplishments

  • Created a system with movement, shooting, weapon switching, throwable grenades and reloading.

  • Learned the fundamentals of 3D game development with Godot.

Future Goals

  • Figure out how to create AOE damage with grenades and rocket launcher.

  • Be less reliant on tutorials when programming.

  • Utilise Godot forums more often.


Dialogue System

Gamemaker lacks a premade dialogue system, so I developed one that functions similarly to RPGmaker's system. Customisable features include fonts, text speed, text soundbytes, text size and text box placement. This system is notably present in Spaceport 925.


Accomplishments

  • Created a system robust enough to re-use for a larger project.

  • Made the voice clips, profile picture and text font all easily modifiable.

Future Goals

  • Make it more easy to modify the location of the text box.

  • Incorporate more of my own unique programming.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

  • Adobe Animate

  • Adobe Photoshop

  • Adobe Illustrator

  • Krita

  • Da Vinci Resolve

  • Substance Painter 3D

  • Blender

  • Maya

  • Gamemaker Studio

  • Godot

  • Unity

  • Unreal Engine

  • RPGMaker MZ

Accomplishments

  • Constantly learning new methods of streamlining animation process, producing a better end product as a result.

Future Goals

  • Stay focused on one scene or process at a time, rather than jumping to something else.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Sprite Animation

A less orthodox form of animation that allows me to display my skills in scene composition, choreography, visual storytelling and sound design.


Storyboard Art


Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Graphic Design


Battlebots Club Testing Box

Advanced Combat-Robotics groups like the RMIT Battlebots club typically require a box to safely test robot functionality. Utilising my eye for visual storytelling, I changed the black surface of the box to a shade of light grey to provide better contrast for a new set of hazard stripes. When combined with some satirical OH&S safety signs pictured below, the danger of the battlebots is exaggerated in a way that depicts them as highly dangerous, bloodthirsty machines.



FTL Gameplay Loop Flowchart

A simple infographic made in Adobe Illustrator, describing the gameplay loop of the Indie hit FTL: Faster Than Light.Through the choice of shape and typeface, the overall style of the graph is designed to be reminiscent of the game's UI, while simultaneously being clean and legible in its presentation.


Dawn Of War Faction Overview.

A detailed diagram made in Illustrator, designed to provide a strong overview of the various playable factions in Dawn Of War, a Warhammer 40 000 RTS game made by Relic Entertainment in 2004. This graph primarily uses colour to categorise the different factions, which serves to help readers navigate the large amount of detail present in the graph.


Sprite Infographics


Some sprite-based infographics focused towards providing worldbuilding through visual means.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.

Digital Art



Miniature Painting


Warhammer 40K is one of my biggest hobbies, and part of the appeal to me comes from the narrative you get to form with the models you paint. Each image links to an Instagram post containing a paragraph of lore.

Necrons - Tsarakura Dynasty

Dotted along the arborial surface of Taigalan, there have been spottings of mysterious androids lurking within its vast forests. The local rangers have attempted to understand their motives, but the actions of these machines remain as alien as their deadly weaponry.

High Lords of Terra - Necromunda Gang

What was meant to be a relaxing bout of poverty tourism for the High Lords of Terra quickly turned to disaster when their shuttle gets shot down onto the surface of Necromunda.

Contact Info

Gmail: [email protected]
Discord: @tristan09282
You may also write to me through any of the icons below, though bear in mind I may take longer to respond.