Introduction
Before moving on
Our Responsibilities
The campaign page for Song of Sparklemuffin accurately reflected the intended division of labor between project leads.
Liana Kerzner, in her role as Creative Director, was responsible for the story framework, dialogue, puzzle design, and the overarching narrative architecture. The intellectual property — including the core characters, plot, and world — was primarily hers, with the exception of two characters, Maus and Armand Heisserwolf, which originated from my own prior creative work.
Her completed scripts and puzzle concepts served as the narrative foundation upon which the interactive experience was to be constructed.
My responsibilities involved translating those narrative materials into a functional and immersive gameplay environment. This included implementing the content in the game engine, writing code, integrating audio and visual assets, managing technical systems, and ensuring the narrative flowed cohesively through player interaction. I was responsible for the technical realization of the game’s creative vision.
As Artistic Director, I was responsible for the creation and integration of all major visual and audio components of Song of Sparklemuffin. This encompassed character and background art, level and environmental design, animation for both characters and spells, original music composition, sound design, and the implementation of all these assets within the game engine and its supporting systems.
My husband, Asher, was listed on the campaign page in connection with our shared development imprint, Artificial Dreams Productions. However, he had no direct involvement in Song of Sparklemuffin. At the time, Asher was focused on a separate creative project under our imprint, scheduled for release independently of this title and any association with Kerzner.
Following the successful close of the Kickstarter campaign, attention briefly shifted to producing a short holiday parody—a Christmas Carol–style vignette featuring Solomon and other characters from Bossfight. This piece was designed as a lighthearted seasonal project and was developed outside the core production cycle of Song of Sparklemuffin.
As 2022 dawned, work started on the game. Click the link below to read the summary of year one: