Clanker Cleanup


Play a disgruntled Janitor during a robot uprising, sneak and smash through the machines with anything you can find.

Role:

Narrative Lead, 3D Artist

Duration:

9 Months

Team Size:

15

Engine:

Unreal Engine

New Skills

This project taught me how to create and present narratives to groups, as well as how to work with voice actors in order to get lines recorded. It also taught me approaches for getting the team on board with a narrative through humor in a different style than I'm normally used to. Where Knife Trick taught me how to create 3D assets that fit within an art-style, Clanker Cleanup taught me how to match an art-style and narrative with a much larger team.


I learned how to write dialogue for many different characters during the scope of this project, where The Death of the Artist helped me create caricatures that presented who they are in less than a sentence, Clanker Cleanup allowed me to expand those lines into full conversations and characters. Being able to draw a line from the formation of a character into their final form as the game progressed was not only rewarding but felt phenomenal as a writer.

Project Postmortem

This project was both a blessing and a curse for being my final project. While I had a great time doing narrative work, as a result of the project constantly being over-scoped I found myself overworked fairly often. Being one of the main voices against the continued feature creep present in the development of this project, it became a struggle for me to manage not only art work, which was always necessary as a result of the lack of 3D artists on the team, but also manage the narrative, which required me going out of my way to catch certain members of the team to ask them about how I would be able to present the narrative.


The result of this is that while I do like how the characters in the game came out, I feel that the overall flow of the narrative lacks the impact I would have liked it to have. Similar to this, being one of two 3D artists on the project, the amount of time I had to work on polishing and cutting narrative to fit with the constantly changing nature of the game's flow made it feel slightly undercooked to me.

Let's Work Together!

Reach out to me to connect about projects or opportunities.

Maxwell Q.E. Moelis


720-614-1081

maxwellquinngamedev@gmail.com

Based in Salt Lake City, UT

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