top of page
2.jpg

WISDOM WATCHER

"Didn't I tell you about the Astral demons capable of tearing through a human like a walnut?"

TEAM

Game Designer: 

Project Lead -  Alessandro Conforti

Lead Narrative Designer -  Tommaso Ferrero


Game Programmer: 

Lead Programmer - Floriana Benedetti

Marco Coccato - Federico Gentilini


Concept Artist: 

Damiano Alexander Graham - Valentina Cuomo


3D Artist: 

Moreno Contento

A VR experience of full rampage

Wisdom Watcher is the last project I worked on at SpaceWhale. We created a fast-paced VR Clockpunk game set in an alternative version of medieval Europe. In this world, demons wreak havoc across the astral planes, and the player is the last survivor of an ancient order of astral warriors: the Wisdom Watchers.

​

The game begins with a strong narrative-driven start, where I was tasked with creating L.O.O.P., a humorous bot inspired by Claptrap, to guide the player through the first steps of the game. We then focused on developing a fast-paced, arena-based combat system.

​

Wisdom Watcher was a significant challenge for me, allowing me to apply all my previously acquired skills to a large-scale game. I was given the role of Gameplay and Narrative Designer, which confirmed my abilities and responsibilities in these areas.

​

The most difficult part of creating this game was achieving a good balance between what the player could do and what the game could provide. Being a VR game, many traditional design and narrative rules were subverted. We worked extensively on player immersion and the ways they could interact with the game and its narrative world. We succeeded in creating a lore-driven story that keeps the player engaged without revealing too much too quickly.

​

Wisdom Watcher confirmed my abilities as a narrative designer. The project, still in early access, expanded my understanding of game design and new technologies.

bottom of page