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Recursion Error, Cyber Duck Collective

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My Role: Narrative Designer

Team Size: 17 - Meet the team!

Dev. Time: 9 Months

Release Status: Released and available on itch.io!

Skills and Software:

System Design - Worked closely with our Technical Gameplay Designer to design a dialogue system that would adapt to player progress or lack of progress while conveying a coherent narrative.

Worldbuilding - Created an original cyber-fantasy setting including a pantheon, history, magic system, technology, factions, and characters.

Dialogue - Wrote dialogue for the game's 40+ Player-NPC interactions as well as the game's opening cutscene.

Narrative Implementation - Using the system developed by our Technical Gameplay Designer, I implemented text, set variables, and indicated art, audio, and necessary scripts.

Voiceover Direction - Led the casting of voiceover talent by writing and posting a casting call, managing virtual auditions, and communicating with actors. Assisted our Audio Engineer in the set-up of audio equipment and contributed to editing and mastering after recording sessions. In addition, I led the direction of voiceover recording sessions.

Adaptive Dialogue System:

Overview

This system is designed to create a framework for a linearly progressing story that is advanced when the player reaches certain milestones but still allows for dialogue to adapt to their actions. Using a hidden priority system, the system will feed the appropriate conversation to the player based on their most recent actions within the game.

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Goals

The goal is to create a sense of reactivity for the player. It should make them feel the game recognizes their actions, successes, and failures and react accordingly. It is also to instill a sense of progress and accomplishment towards the player as succeeding in the game is the most common way of progressing the main plot. On the other hand, it should dampen any sting of failure as new dialogue is unlocked even when the player dies.

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Terminology

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MasterDialogueSheet: File name of the entirety of the game’s dialogue

ConversationRef: Indicates the conversation (eg. The first conversation with the boss)

PartRef: Indicates the stage of the conversation (eg. first stage would be “hello! How are you” and the second stage would be “I am good”)

CharacterRef: Identifier for the character which the player-character is interacting with (this is a hidden component for the backend) 

Dialogue: The text that makes up the dialogue

PortraitRef: Indicates any art that accompanies the dialogue

PriorityDialogue: A Boolean indicating the priority of the dialogue (eg. a plot-heavy line of dialogue will have higher priority than a repeatable piece of dialogue)

Speaker: Indicates the character delivering the line of dialogue (eg. “Leif”)

AudioRef: References any audio files that accompany the line of dialogue

ScriptOnDialogueEnd: Indicates if a script is triggered after the dialogue is played (eg. Boss fight begins after dialogue)

Gains Priority When: A note to programmers which outlines why a dialogue has priority and when you would see it (eg. when the boss beats you, there will be dialogue referencing this)

REdialogueSheet.PNG

Dialogue System In Action:

A showcase of various conversations with Dandi, the bartender of the player's hub world visited in between combat runs.

Codex Samples:

Ui_sprite_equipment_cybernetics_128px.png

Shield (Cybernetic):

     The dash shield is a defensive system often equipped by neo-psyche operatives who expect to encounter foes with predictive combat analysis systems. At this point, many predictive analysis systems are sophisticated enough to predict the trajectory and distance of a combatant's dash, leaving them vulnerable. The shield works to counteract this exploit by activating upon its user dashing.

Ui_sprite_equipment_cybernetics_128px.png

Reaper (Cybernetic):

     The Carrion Goddess, Blodwyd, blesses those who embrace the cycle of life and death. This attunement chit taps its user in to the power of the Great Whale Goddess, allowing them to draw on the aether of fallen foes for their own nourishment.

Ui_sprite_equipment_weapons_buffs_64px.png

Void (Weapon Improvement):

     Harness the power of the Jagged God, Abathys. After his ventures into the stars, Abathys harnessed a mysterious energy, using it to ward off the beasts of The Void. How these energies have truly affected him has yet to be seen. Even still, devout followers of Abathys, such as those in the Rethi Industrial Conglomerate, have taken to utilizing this new found power.

Iconography and UI art credit goes to Sami Diehl.

Dialogue Samples:

Voice Over

Player-NPC interaction:

DANDI_03

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DANDI - 1

So, the head honchos up at Andvel Corporate really think you got this?

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LEIF - 2

Why wouldn’t they? I’ve got a neo-psyche and nearly seventy years of experience. I’ll get it eventually.

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DANDI - 3

Classic corporate M.O. huh? Beat your head against a problem and eventually it will crack.

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LEIF - 4

Pretty much. They got the resources.

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DANDI - 5

No kidding. Too bad you happen to be that head hitting their problem repeatedly. Must hurt.

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LEIF - 6

Its not easy, but...its more than just their problem.

00:00 / 00:28

Voice Over

Player-NPC interaction:

DESTINY_02

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DESTINY - 1

Back. Like you said. We said it, didn’t we?

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LEIF - 2

You refer to yourself as “we”. Why?

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DESTINY - 3

We are memories. Lives. Deaths. Many as one. But we are not whole.

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LEIF - 4

Deaths? Do you remember them?

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DESTINY - 5

Four deaths. Four lives. We remember.

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LEIF - 6

Is Urden’s one? Do you remember a droid? Where you killed by a droid?

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DESTINY - 7

We remember. He was to investigate a disturbance. A malfunctioning service bot. It had already killed so many. He had to do something.

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LEIF - 8

Then he’s alive! Can he hear me? Let him talk to me!

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DESTINY - 9

Security programs have been activated. We will see you soon.

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LEIF - 10

Wait! No!

00:00 / 01:04

My Role:

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     I was responsible for all things narrative, from establishing the details and themes of our science fantasy world to writing dialogue and codex entries. Much of my work in the pre-production phase revolved around research, worldbuilding and laying the groundwork for a plot. I worked closely with our talented concept artist in order to mesh the cyberpunk themes of cybernetics and artificial intelligence with the fantasy themes of mages and magic. I also coordinated with our gameplay designers to weave a narrative into the unique "play, die, repeat" gameplay loop of a rogue-like. I also worked with our technical gameplay designer to design an adaptive dialogue system which progresses the story by reacting to how the player interacts with the game.

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     When our production phase began, I fleshed out the plot and characters I had established earlier on. I wrote over forty player-NPC interactions, two hundred and fifty lines of dialogue, and over twenty five codex entries. It was also at this stage I created a narrative wiki using Microsoft OneNote in order to more easily collaborate with the team's artists. Not only did it contain all narrative information but also housed art descriptions, references, and inspiration images for characters, environments, audio design and user interface.

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     Having a fully voiced game was a challenge I was determined to achieve early on. By the time post production rolled around, I had finalized scripts and oversaw the casting of voice talent and coordinated dates and times to record lines in a recording booth. I worked closely with our audio engineer to prepare our recording set up and perform the recording sessions with the actors. â€‹

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