Alexander Donnelly

Worldbuilder, Narrative Designer, Game Designer, Programmer, Motion Capture Technician, Unreal Generalist

What Do I do?

Game Development

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

Motion Capture

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.

Game Modding

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.

About me

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.

Patriam: Minecraft
Owner, Narrative Director, Game Master, Community Manager
2019-Present

Before Patriam Studios was a studio, it was a world, one forged, tested, and refined within the endless sandbox of Minecraft. Beginning in 2020, I directed three major Patriam: Minecraft projects: The Age of Kings, Infinitus, and The Chronicles of Argonia, with a new events-based revival currently undergoing development. Each served as both a living narrative experiment and a proving ground for the principles that now define the Patriam universe.

Patriam: The Age of Kings (2020–2021)

Although there had been a couple previous Patriam-set servers prior, this was first great experiment: a persistent world where hundreds of players lived as citizens of the Patriam universe, bound by character, loyalty, and ambition. In The Age of Kings, players forged kingdoms, waged wars, conspired in shadows, and fought for dominion in a world where every act carried consequence.

As Server Owner and Narrative Director, I designed the overarching setting and story structure, recruited and led the build and quest teams, and orchestrated a continuous narrative that evolved through player action. Acting as a Game Master, I guided events, intrigue, and conflict to create an emergent history that felt organic and alive.

The project’s success, both creatively and within the community, marked the informal birth of Patriam Studios, uniting a core team dedicated to expanding the universe beyond its Minecraft origins.

Patriam: Infinitus (2022–2023)

Patriam: Infinitus was a major step-up on its predecessor. Developed as a massive open-world survival RPG, transforming Minecraft into a vast, living world, filled with cities, ruins, dungeons, and “Precursor Sites” scattered across its wilderness.

I continued to lead the narrative and quest design team, developing quests and environmental stories that encouraged exploration, trade, diplomacy, and survival. Players could found nations, establish empires, and wage wars that reshaped the world around them, all within a system designed to simulate scarcity, consequence, and ambition.

It was in Infinitus that one of Patriam’s core design philosophies took form: a belief that immersion is born from real consequences, and meaning from heroic struggle.

Patriam: The Chronicles of Argonia (2023–2024)

The final chapter of the old Patriam: Minecraft era, set in the mythic dawn of The World of Patriam. The Chronicles of Argonia explored the revival of human civilisation after the Great Catastrophe, following warring Houses as they struggled to unify the fractured continent of Argonia.

Operating with a smaller, more focused team, I oversaw the narrative and event design, scripting the arc that would culminate in the rise of the first ruler of all Argonia, known as "The Antaelaen".

This project emphasised automation, allowing the narrative to sustain itself and take the burden off the team as we transitioned towards production of a standalone Patriam videogame.

Patriam: Minecraft Events (2025-Present)

Although The Chronicles of Argonia marked the end of the traditional Patriam: Minecraft experinces as the team moved to work on a Patriam videogame, some former members of the team returned in late 2025 and proposed an events-based revival of Patriam: Minecraft, taking inspiration from the massively-popular "1000 Players Simulate Civilisation in Minecraft" videos, of which many of them had helped organise and/or participated in.

As of writing, the first event is currently under development and will be called "The Rise of Ketan", a single long-weekend event where two teams of players are pitted against eachother where they must survive and unite the Ketanite Isles, telling the story of the formation of one of Patriam's greatest nations: The Mercantile Empire of Ketan.

Across these projects, my work as Server Owner, Narrative/Design Lead, Game Master, and Community Manager shaped the DNA of what Patriam is today, a universe founded on player freedom, narrative consequence, and disciplined worldbuilding. These years forged my creative philosophy: to build worlds that endure, no matter the difficulty; to adapt, to persist, to innovate, and to see every challenge as part of the story itself.
Patriam: The Saga of Roljar - Part I
Development Lead, Narrative Designer, and Motion Capture Director
2024 – Present

Patriam: The Saga of Roljar – Part I is the first standalone game set in the Patriam Universe, and the largest project undertaken by Patriam Studios to date. Built in Unreal Engine 5.6, it is a cinematic 2.5D action sidescroller set amidst the rainforests and mountains of Watol, during the brutal Second Norkinian - Hiwotsukerese War. Players step into the role of Roljar of Sarin, a young Norkinian warrior shipwrecked behind enemy lines who uncovers a hidden conflict beneath the war, a secretive and mysterious Cult whose influence reaches from the shadows of the duelling empires to the depths of strange ancient ruins.

As Development Lead, I oversee every aspect of the game’s creation: from the earliest concepts to the current production build. My responsibilities span narrative design, gameplay systems, level design oversight, motion capture performance, programming, and team leadership. I act as both creative and technical director, ensuring that story, gameplay, and tone remain unified under a single vision.

Creative Direction and Leadership

At its core, The Saga of Roljar was conceived not as a product, but as a statement: that cinematic storytelling, grounded realism, and mythic worldbuilding can flourish within a disciplined 2.5D framework.

I proudly lead a small yet highly dedicated international team; meeting every Sunday via discord for our weekly production meetings to go over the past week's work and set milestones and targets for the following week(s) to come, allowing every team member to autonomously, yet always within the narrative and thematic spine I establish. Every asset, animation, and line of code must serve atmosphere, emotion, or intent.

My role as Development Lead involves guiding creative decisions daily: defining the rhythm of combat encounters, the pacing of dialogue, the cinematic framing of cutscenes, and the emotional through-line that binds Roljar’s journey together. I also lead the weekly Sunday production meetings, coordinate milestones, and oversee task management through detailed development roadmaps according to our design documentation.

Narrative and Worldbuilding

The story of The Saga of Roljar embodies the essence of Patriam’s mythic tone: weighty, human, and timeless. I wrote and structured the full narrative arc of the game, including dialogue, cutscenes, codex entries, and environmental storytelling. Every location, from the mist-drowned jungles of Watol to the storm-battered fortress ruins of the Hiwotsukerese frontier, was designed to evoke the themes and tones that are persistent throughout The World of Patriam.

Alongside this, I maintain narrative consistency with the established Patriam canon, ensuring continuity with previous projects and entires, such as The Age of Kings and Infinitus. My work ensures that every new entry deepens the world without diluting its integrity.

Gameplay and Technical Design

In gameplay, I designed Roljar’s combat system to feel grounded and deliberate, with every strike, block, and counter carrying weight. The combat is inspired by my own experience and skill as a martial artist, taking cues from both historical weapon and unarmed martial forms. I prototype and balance these systems directly within Unreal, scripting AI behaviours, player & NPC reactions, and environmental interactions to ensure fluid but punishing gameplay.

Level design follows the principle of narrative geometry, with every space telling a story. From the dense rainforests that conceal ambushes and the hollowed ruins of the ancient Drunathaen, to the sprawling deforested fields of white grass and the steep, foggy mountains that dominate the continent, each environment is built to reveal character and theme through exploration rather than exposition, with small interactable "points of interest" offering players the ability to explore and learn about the world at their own pace.

Motion Capture and Cinematic Integration

I directed actors within motion capture sessions, including for both combat sequences, key narrative scenes, and a trailer, before moving into MotionBuilder to "clean up" the Motion Capture data and make it production ready. This process allows for authentic animation grounded in physical performance rather than abstraction. My role extends into the Unreal pipeline, where I then integrate these performances, sequence cinematics, and ensure smooth transitions between gameplay and story moments.

This union of narrative and embodiment forms the cinematic spine of The Saga of Roljar, where the actions and movements of both players and NPCs are dictated by the movements of real actors.

Philosophy and Legacy

The Saga of Roljar is more than a continuation of Patriam, it is the first proper test of its philosophy. Every hardship faced in production, every setback and revision, serves to reinforce one principle: adapt, endure, persist.

This project has become a reflection not of the world outside, but of the spirit within our team: unyielding, disciplined, and driven by conviction.
We build not because it is easy, but because it must be done.
And so long as we stand, The World of Patriam will stand with us.

Contact Me