Worldbuilder, Narrative Designer, Game Designer, Programmer, Motion Capture Technician, Unreal Generalist
I specialise in Narrative, Game, and Level Design. I am also an Unreal Engine Generalist, able to complete a wide variety of tasks within the engine, with my knowledge base exponentially increasing through trial and error as I continue leading development on my current project, Patriam: The Saga of Roljar - Part I
I began working with Motion Capture during my first year at university, eventually becoming very familiar with its operation and production pipeline where I was then hired by Massey University as their new Motion Capture Technician in my third year, aiding both students and commercial clients, such as PikPok, in capturing performances and making them production ready to be used for films, videogames, animations, and more.
With my background in martial arts, I take immense joy in working with Motion Capture technologies and I am always looking for new innovative ways to use it within my own projects.
I got my start in making games via modding existing ones. Beginning first with the game Hearts of Iron IV, I then transitioned into modding Minecraft, eventually turning it into a sort of MMORPG set within The World of Patriam, running the Patriam: Minecraft projects for a 5 year period.
Our team recently began the process of reviving Patriam: Minecraft with a new events-based model.
Hi, my name is Alexander Donnelly, and I am a game developer, writer, and worldbuilder devoted to the pursuit of creation for its own sake. I am currently in the process of completing a Bachelor of Screen Arts with Honours (Game Development) at Massey University Wellington while also leading development on Patriam: The Saga of Roljar – Part I, a cinematic 2.5D action sidescroller set in the richly-realised World of Patriam.
Through Unreal Engine, narrative design, and my work in motion capture, I seek to build deeply immersive experiences; stories not told, but lived; worlds not explained, but discovered. My approach is rooted in discipline and intent: every system must serve meaning, every moment must hold purpose.
As the Founder of & Development Lead at Patriam Studios, I oversee game design, narrative structure, worldbuilding, and the development of its projects, ensuring every element serves the emotional and thematic core of the experience.
Before game development, I got my start in game modding, taking existing games such as Minecraft & Hearts of Iron IV, and telling Patriam-set stories within them. This experience in modding shaped my design and work philosophy: No matter the difficulty, no matter the issues at hand, persevere and adapt at all costs; a process that was repeated over and over again as a product of working within an existing and ever-changing code base.
My personal philosophy is simple: the path of creation is seldom easy, and never certain, but endurance is its highest virtue. No matter the obstacle, adapt. No matter the hardship, persist. For those who refuse to yield will shape worlds that cannot be broken and endure a thousand lifetimes.