One Lonely Outpost

In One Lonely Outpost, settle on a remote world, bring life to the deadlands by terraforming, build a colony, forge lasting bonds, and solve an alien mystery older than the universe itself.

Client

Freedom Games
2021 – 2023

ROLE

Lead Narrative Designer & Project Manager

Technology

Unity, SourceTree, Jira, Google Suite, ChatMapper

One Lonely Outpost (OLO) is a sci-fi farming simulation developed by a team of 40+ people over 5 years. Developed in Unity, it was released into Early Access in summer 2023, with a final release planned for 1 year later. The engine uses both 3D models and 2D sprites to create polished lighting, particle effects, and complex animation. OLO follows a customizable PC, their companion robot Qwerty, and their struggle to establish a colony on a remote world. Over time, they attract 24 other colonists, each with their own backstory, character arc, gift preferences, and schedule. The world itself changes as the player terraforms the planet, and as the colony is upgraded, it also changes. One Lonely Outpost is a light-hearted game about loneliness, and the importance of community – not simply proximity to people – in healing that pain.

Responsibilities

While initially hired as a programmer and assistant writer, I was promoted several times, ultimately serving as Narrative Designer with additional duties in game design, project management, and staff management. In the months leading up to the early access release, I accepted the role of Narrative Designer and overhauled the narrative to address significant concerns with theming, subject matter sensitivity, and planning oversights. The new narrative paid off, enjoying a very positive reception among staff and players.

Narrative

Implemented strict content budget based on development time and localization costs
Planned, assigned, and revised 35 cutscenes, 90 quests, 240 conversations, 400 emails, along with all barks and descriptions
Iterated with technical team to refine every cutscene and major narrative system
Designed 28 characters, some of whom were derived from previous OLO character designs
Adapted budget and narrative scope to address reductions in resources
Ensured writing team finished ahead of schedule every milestone

Game Design

Plotted game flow with design team
Pitched 15 budget-friendly proposals for game mechanics
Prioritized what player feedback to focus on for game patches
Imported narrative content and assisted with testing

Leadership

Worked closely with 40 team members to maintain narrative vision, delegate tasks, and iterate
Negotiated pay for narrative team and made hard decisions on who to let go
Oversaw steam builds and final testing of milestone releases
Prepared status updates and testing instructions for the publisher

One Lonely Outpost Screenshots

Systems

I designed a topic system that allowed NPCs to talk about recent in-game events. This system comprised of listeners for events fired by other game systems, and a “topic window” that could prioritize these events based on how recent the event was and the NPC’s disposition to talk about such events.

The created system was very flexible, allowing NPCs to talk about anything from a change in the season, to a recent marriage, to the player purchasing a new chicken. Unfortunately, the system was later cut due to tightening budget constraints.

Characters

Each character has a backstory, clearly defined personality, schedule, and gift preferences. Each character has a character arc, with each of the 15 romanceable characters also having a romantic arc.

Roughly half the NPCs have a disability tying into the game’s theme. Research and care was taken in portraying these disabilities.

Team

I had the pleasure of working with Freedom Games and the following staff to bring One Lonely Outpost to life:

Producer and Game Director

Emmanuel “Uman” Floret – Producer / Game Director

Leads

Brian Borg – Technical Team Lead
Johan Balan – Art Team Lead
Michael Morris-O’Connor – Narrative Designer
Paul Drauz-Brown – Audio Team Lead

Narrative Team

Michael Morris-O’Connor – Narrative Designer
Matthew Cerami – Lead Writer
Ana Kosic – Writer

Jessie Baule – Contributing Writer
Nickolas Lam – Contributing Writer
Laura Romano – Intern Writer

Design Team

Emmanuel Floret – Game Director
Mark Loggains – Game Designer
Sam Mcarthur-Mclean – Game Designer

Jérémie White – Junior Game Designer
Philippe Marion – Junior Game Designer

Audio Team

Paul Drauz-Brown – Audio Team Lead
Dale North – Audio Direction Consultant

Connor Reid – Composer
David Lugo – Composer
Harry Andre Katsilis – Composer
Samer Doghman – Audio Designer

Alex Meade – Contributing Composer
Chris Yenney – Contributing Composer

Technical Team

Brian Borg – Technical Team Lead
John Gillett – Senior Programmer
Jim Niehues – Senior Programmer
Alexander Samarin – Senior Programmer

Gabriel Lucena – 3D Programmer, VFX Artist
Jonathon McClung – Programmer
Kunal Kathuria – Ops & Toolchain Programmer
Michael Morris-O’Connor – Narrative Developer
Nicky Argiropoulos – Programmer

Gerald Gombrio – Junior Programmer

Art Team

Johan Balan – Art Team Lead
Narongdej Teo – Lead Artist
Daniel “Hyptosis” Harris – Senior Artist
Matteo Facchinelli – Senior Artist

Gregor Kari – Artist & Level Designer
Ina J Travis – Sprite Animator
Irina Chukina – 2D & 3D Artist
Shon Krichevsky – 2D & 3D Artist
‘Quad’ Teerapat Kitjawijit – 3D Artist
Richard Schmidbauer – VFX Artist, Pixel Artist
Shon Krichevsky – 2D & 3D Artist

Ali Javid – Junior 3D Artist
Claudio Matsumoto – Junior 3D Artist
Kaitlin Haughton – Junior Artist
Marco Amano – Junior 3D Artist
Samer Doghman – Junior 3D Artist

Contact Me

If you need more details on my work, or if you wish to discuss narrative design opportunities, then please contact me.

Scroll to Top