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Summary

 

よぅ ! Nice to meet you! I'm Idris Grey, a narrative-focused game designer that's fueled by indie-pop anthems and addicted to bittersweet endings. I believe very deeply that stories are an essential salve, and I strive to be a voice to the voiceless, advocating for diversity in cast and perspective and defining worlds and characters from the intersection between gameplay and narrative.

Working at studios large and small, my career has been an ongoing shounen training montage where I combine my creative ambitions with technical hunger in pursuit of my final form. That journey has most recently led me to Tokyo at UNSEEN, where I'm excited to apply my skillset to Kemuri.

Work Experience
UNSEEN, Inc. | Senior Narrative Game Designer

August 2023 - Present

 

Since August 2023, I've been working at UNSEEN as a narrative-focused game designer on Kemuri. More details forthcoming.

Guerrilla Games | Senior Quest Designer

October 2017 - July 2023

 

Working on the Horizon franchise, with duties such as research; pitching and brainstorming; level and encounter design; implementation of complex branching conversations; visual scripting; reviewing colleagues' check-ins; interviewing potential hires; and much more. Editor work was done in Guerrilla's proprietary engine, Decima.

 

Horizon Forbidden West

  • Content design and implementation for The Base (market research, presentation and brainstorming, layout iteration, content coordination)

  • Pitching and workshopping quest concepts in collaboration with writers and other quest designers

  • Design and implementation of one main quest and several side quests (level design, encounter/quest scripting, branching dialogue implementation)

  • Interlude: The Eye of the Earth

  • Errand: The Oldgrowth

  • Side Quests: The Twilight Path, Thirst for the Hunt, Need to Know


Horizon Forbidden West: Burning Shores (DLC)

  • Support tasks for the Quest team

Monolith Productions | Associate Designer

April 2016 - August 2017

 

I was a part of the sandbox team for Middle-earth: Shadow of War. Using a proprietary engine, I populated environments with an emphasis on environmental storytelling. I owned the majority of the sandbox implementation for 3 zones (Núrn, Cirith Ungol, Minas Morgul), and helped out with minor tasks for the remaining zones. I also scripted AI vignettes in a Lua-based language, and added background AI to some missions.

Snail Games | Writer, Narrative Designer

February 2017 - April 2017

 

I assisted with worldbuilding and quest writing for Dappervolk, a virtual pet and avatar site with RPG elements that launched in June 2020. I worked primarily on the Three's Forest area, building out branching questlines and writing dialogue for Magdalene, Irin, and the three witches, based on specifications given by the director, Quisling. I also contributed writing for NPCs in Louise Hill, and helped brainstorm ideas for world lore and upcoming content.

Motiga, Inc. | Writer, Narrative Designer

October 2016 - December 2016

 

I was contracted by Motiga to complete some writing tasks for Gigantic, including hero VO and flavor text.

Motiga, Inc. | QA Game Specialist

June 2015 - February 2016

 

As a consulting QA Game Specialist at Motiga, I worked with another Specialist to own the testing for Gigantic's Progression system. This included writing and running test cases in TestRail, cataloging and verifying bugs in JIRA, participating in daily studio-wide playtests, and giving feedback on the game. I also received the opportunity to write character dialogue for the game and participate in lore brainstorming sessions.

 

iAntiVirus | Moderator

July 2013 - October 2015

 

iAnti was an international online art and literature community that I helped moderate in my free time. I helped make several quality of life improvements to the site, including: the redesign of several of its classes; helping to improve mod to member transparency by running AMA sessions; the planning and execution of boardwide events; as well as everyday moderator activities, such as fulfilling user requests, and analyzing feedback.

 

Motiga, Inc. | QA Intern

February 2015 - May 2015

 

As an intern at Motiga, I assisted the QA team with their work on Gigantic. This included regressing specific issues, testing new features of the game, and participating in daily focus playtests. Using Jira, I helped catalog bugs and ensure that they had been fixed.

 

VMC | Compliance Tester

August 2014 - February 2015

 

As a member of VMC/Volt's Xbox 360 Compliance team, I helped ensure that titles released on the 360 were up to Microsoft's standards for the platform.

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Languages & Software

 

Visual Scripting

Python

ActionScript 3.0

Lua*

Unreal 5

Various proprietary engines

JIRA

Twine

Perforce

Adobe Photoshop

Microsoft Office Suite
TestRail

*I haven't explicitly scripted in Lua, but I have experience with a proprietary Lua-based scripting language

Skills

 

Narrative Design

Open World Design

Level Design

Scripting

Writing

Documentation

Game Analysis

Education

 

DigiPen Institute of Technology [2010-2014]
 

Bachelor of Arts in Game Design,

English Minor

 

Achievements

 

Legacies Anthology [2019]

I wrote a short story for a charity anthology about Asian-American experiences. The Tiger's Teeth is about otherness, sense of belonging, and learning not to need external validation, inspired by my perspective as a biracial Indonesian-American. You can read more about the project here, and more about my story here.
 

Telltale Creative Workshop [2017]

I was selected for the first Telltale Creative Workshop. The application process involved writing a personal statement and submitting a text-based, interactive story built in Twine. The prompt: write about a visit to a bank. I chose to write about a character's visit to a memory bank. You may play the story here, in your browser!​

Telltale Creative Workshop [2017]

I received the Gold award in the 2014 GDC Narrative Review Competition for an essay that I wrote about the narrative in League of Legends. Both the essay and poster I created to communicate the essay's salient points are available for viewing on the GDC Vault.

© 2015-2024 by Idris Grey MacChruiteir

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