Life Is Strange

Life is Strange was an exceptional project that taught me a lot of things, and really sparked an interest in me for narrative driven games. I’d played them before, but LiS was different. On another level.

The methods used to build dialogue trees and have choices impact things so far down the line were miles ahead of other narrative games at the time, and a little reminiscent of Mass Effect in terms of impact of choice in that you’d be so far removed from having made that choice by the time you can see the results.

I loved working on Life is Strange and out of the three other projects I was simultaneously working on, I threw myself into this one the hardest.

  • Supported and communicated regularly with the publishing producer and designer assigned to the project at Square Enix London

  • Monthly milestone reviews and feedback

  • Run monthly milestone progress reviews with studio execs at Square

  • Constant script reviews for characterizations, story flow, plot, making sure the special moments landed right, and lots of other small script related things

  • Art reviews

  • Puzzle and gameplay reviews ranging from gameplay pacing to complexity and fun

  • Ran my internal team in the background juggling milestone reviews on up to four concurrent projects at a time