HYPERFIST's opening cutscene
INTRODUCTION
In the far future, all the Earth's wealthy corporate suits have taken off in a huge spacecraft to live in luxury forever. The few remaining people left on Earth rebuild society after they were crushed by capitalism for so many years. Many decades pass, and out in space, the CEO of Earth gambles away the deed to the planet to the alien robotic Khi Corporation, who then send a team to Earth in order to deconstruct it and build a planetary parking lot for the space mall the next solar system over. Heath, our player character, takes one look at the enforcement bots and decides that he wants to spend his day punching them all a lot.
CHARACTERS
I was responsible for creating personalities for the player character and the enemies of the game. Most of this is expressed through their attacks, like the punk main character who taunts his enemies during the battle or the little-shit bratty kid personality of the Blammo enemy. These expressions of personality were translated into their animations and behavior in battle thanks to our character and enemy artists.
I defined the traits and roles of the player character and each enemy early on in development so that all work done on their attacks and animations could be made with their personality in mind, especially so for the player character and final boss.
CUTSCENES
I worked closely with the cinematic artists to create cutscenes to introduce the story, world, and each enemy. I directed what content should be shown off in each scene, such as showcasing an enemy's personality, weakpoints, etc. I also wrote the dialogue for each cutscene, and helped in timing them for voices.
COMBAT BARKS
The majority of the characterization of Heath and Hyperboss are through their barks during combat. I wrote all the lines for both characters to shout during their attacks to function as signifiers for things like rank change and low HP for Heath, and stun recovery and attacking. They were also written to showcase the personality of the characters, since the game is light on dialogue.
ENVIRONMENTAL STORY
Because the backstory of the world isn't ever explicitly told to the player, the information is portrayed through the environment. I met with multiple artists to convey both the backstory and info about Khi Corp. through the environment, mostly in the graffiti, billboards, and Khi screens.
VOICE DIRECTION
After writing the game's script, I collaborated with our audio lead to decide on voice actors after listening to auditions. The script was formatted for ease of use by the voice cast. In the recording studio, I acted as the voice director while working with the cast and the audio lead.
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