Star Trek: Infinite
Star Trek: Infinite is the first Grand Strategy game set in the classic Star Trek universe. It sets the stage for a tense and enrapturing experience of strategic prowess and intergalactic diplomacy. Created by Nimble Giant Entertainment, published by Paradox, and approved by Paramount, it portrais a meticulously crafted world where four unique cultures clash in a dramatic portrayal of conflicting ideologies, intense espionage, and full-scale warfare. This ambitious project, in which I worked on as a Game Designer for two years, presented a unique and awe-inspiring challenge from its inception, culminating in an incredibly enriching and educative journey that continues to resonate with me.
The expansive universe of Star Trek offers a fertile ground for narratives that carry significant meaning and are deeply influenced by contemporary politics. One such narrative; designed, written and scripted by me; is "The Birds and the Beeps." This story delves into the experiences of a colony entirely inhabited by hearing-impaired people, created to condict to conduct studies on the indigenous fauna of the planet and to explore non-verbal communication systems. It serves as a poignant exploration of our society's often contradictory stance towards differently abled individuals, shedding light on how the world we create often overlooks their needs and perspectives.
Populating the myriad systems of this expansive game was an intricate and demanding endeavor. It necessitated a comprehensive grasp of the Star Trek IP, a deep understanding of our design objectives and a nuanced comprehension of the strengths and limitations of the proprietary Clausewitz engine, foundational to the game developed by Paradox. Nevertheless, I successfully distilled this knowledge into the creation of content pieces that truly encapsulated the essence of our goals. Among these pieces were this Federation exclusive Tradition and Ascension Perk, demonstrating my capacity for seamlessly intertwining design and narrative to craft compelling elements of gameplay and storytelling. These components not only reflected but also paid homage to the exceptional qualities that define the franchises we had the privilege of working with.
The bulk of my work on this game consisted on brainstorming, designing, writting, implementing, scripting and balancing the content pieces that populated our varied systems. These systems included Technologies, Traditions, Ascencion Perks, Buildings, Jobs, Planetary Features, Planetary Blockers, Ship Components, Governor Missions, and many others. I also worked on more narrative aspects of the game, such as our Minor Power Missions, Espionage Missions, the Borg Crisis and the Crystalline entity mini-crisis. I also collaborated with many other teams, including the UX/UI team, for which I was the liason to the GD team. In that regard I was also in charge with comming up with and reviewing the prompts used by out UX/UI team and external vendors to create the illustrations for our icons, such as the one you one these images. I also was the main resposible of implementing the localization of the game in all languages, which included the handling of spreadsheets with over 10 thousand keys and texts each.