Redfall

 

Redfall

Creative Directors: Ricardo Bare and Harvey Smith

I was a Narrative Designer on Arkane Austin’s Redfall (2023) from 2018 to 2021. In this role, I was heavily involved in the creation of this new IP from the ground up. I collaborated with creative leadership to craft the initial story and characters, and I worked with level design, art, and other departments to guide and champion narrative across all disciplines. I was also involved in VO recording, working with actors to provide narrative context and performance direction.

This is a small but representative selection of content I owned for this game. Thumbnail will direct to full YouTube video.

 
 

Cutscenes and Vignettes

Redfall employed both in-engine vignettes as well as interstitial animated cutscenes, giving narrative context and character moments throughout the game.

 

Grave Lock Collectibles Dialogue

Across the two open-world game maps were “grave lock” collectibles, small items that would play VO upon collection. These foreshadowed future narrative beats.

 

“Bloodbag Chuck” Introduction

This was an important narrative moment delivered through VO, ambient dialogue, and environmental storytelling.