Lawrence J. McKinney
Hi, I’m Lawrence J. McKinney, and this is my website! I’m hard working, humble, and currently pursuing a degree in media arts and science. This degree has a specialization in game dev, and is at Indiana University. I am currently Head Narrative Designer at Alethia Studios. My goal is to always strive for excellence in work and if your organization or studio aligns with this goal please do not hesitate to contact me!
> Chef Niya Demo
Chef Niya, is a rhythm cooking game, made by Alethia studios, which also happens to be one
of the best looking Capstones from my alma mater. I lead the Narrative team during the production of the demo, writing the
script, character sheets, and lore for the series. I was able to achieve this through careful delegation and many hours of
personal work; Alongside working with tools such as Unreal, Google suite, Microsoft suite, and gantt charts. This project
was my first real project, while before it I had made complete projects, full games, novels, etc. This was first of mine
uploaded and still on an online storefront.
>Chef Niya trailer
In the same project as the last, though a massively different section.
I wrote the script for the Chef Niya trailer. My boss also wanted some supplemental material for advertisement,
and I took initiative and wrote the script for the trailer. Specifically this was a two column script, I balanced
both time and visuals, keeping up my own enjoyment as well. I used Celtex, and my own, sheer human determination.
While I did not have as much of a hand as I would have liked in the final product, as I was not able to animate in
Unreal at the time, I still enjoy watching it.
> Boxing Demo
"Boxing" is a short demo for a narrative game. Including an opening
text crawl that is player controlled, a narrative environment, and contextual environment effects.
So far, this is my favorite I've completed. It was my first Unreal project, getting to know the ropes,
ways I could break it, etc. While it was a steep learning curve, as combining the movement of doors,
the movement of text, camera and audio effects was hard as a beginner, my passion and unflinching work
ethic carried me along. I did this project alone, simply to improve my own skills as a dev.
> This site
This website was a small passion project.
I made this with HTML, CSS, and JavaScript. I’m proud of its metaphorical value.
HTML is not hard. Most programming is a specific subset of math under unintuitive
constraints known as computer architecture, then Operating system, then engine, and
then you own work elsewhere. HTML, on the other hand, is basically highlighting. And
while I was re-making my portfolio, debating transferring it to any standard or boring
Wix or such service, I wondered how that would reflect on me as a dev unwilling to go
the extra mile. Then I realized just using HTML looked bad, so I added the BOIDs over the
course of, as I’ll say, many extra miles.
> Lobbi Boyz
Lobbi Boyz is an irreverent card game. Designed in a group. Through it,
I learned quite a bit of boardgame design, but that was not the hard part. The major problem with this
project was creative conflicts. In short, me and my team wanted to make an intense game, like cards against
humanity, however, we were submitting this to my alma mater, and they did not want something raunchy.
Talking with my team, our main artist was not going to make a product without some amount of intensity.
So we compromised. The solution I was able to achieve with my team was pretty simple: Critique online stock
brokers. Not only could we avoid raunchy humor, but we could still give harsh critique on the fallout and
dangers of wall street bets and other 4chan stock strategies. With that, and my hard work with writing and
design, we had a full, fun game that the professor laughed at multiple times.
About Me
My name is Lawrence,
I am a Gemini twin, and my passion is narrative design.
I am pretty smart, often wondering why it takes everyone
else so much longer to do some things and solve problems.
In time, I learned my intelligence does little for the quality
of writing or my work. See, what I enjoyed in writing was making
an experience and using big words, and understanding Diaspera,
Coastetic, and Choom is not what made my work best. What helped
was collaboration with my team and online guides, alongside a
healthy dose of beliving I can always learn more. Still later I
found what makes my work best: interaction. While it can still be
done with a book and expertise with adjectives, interaction is
most consistent with Unreal engine Godot, 3D modeling and
animation. Thus, why my passion is Narrative design, the closest
to the creation of experience alone.
My Indeed:
Lawrence McKinney
My emails:
School: lawjmcki@iu.edu
Personal: jackthedoctor05@gmail.com
My phone number: 317-794-6767
You made it to the end. Congrats!