The Eyes of the Court: 'Looming Shadows' Quest.

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    Goal

    • Research and develop documentation for art and design teams to have an unified collaborative vision for the project.
    • Create branching and linear dialogue for a Playable Character with her own voice and motivations, while giving the players control over meaningful actions directly impacting the narrative.
    •  Integrate elements of RPGs and Survival Horror on the design and narrative for all characters, locations and script materials.

    Overview

    Linear & Branching Dialogue

    Branching Dialogue

    Tested with a playable prototype
    Designed Quest Choice Hubs
    Implemented in Prototype

    Step 1: Wrote branching dialogue that directly leads into gameplay:

    Included the following design considerations:

    • Roleplay choice HUB – Interact in dialogue, and let the player decide which align best with their worldview.
    • Tutorial Quest – Quickly stablish gameplay beats of Action Horror and RPG roleplay and set a rhythm between the two.
    • Polarized Choices – Choices that directly impact interactions within the quest to quickly teach player about narrative Systems and Player choice.

    Step 2: Used Arcweave to simulate narrative gameplay and flow:

    Created a prototype with the following goals:

    • Optimize Player Tap/Clicks – Ensured dialogue was tight, informative, and quickly led to gameplay.
    • Live Design Space – Design teams can leave notes on experience and improvement directly in the prototype.

    Linear Dialogue

    Designed 3 linear dialogue interactions for the opening questline.

    Included the following design considerations:

    • Gameplay Needs Introduce the Player to the world, conflict and key Ally and Enemy NPC’s early on.
    • Quest Reminders Dialogue  directs player to their next objectives.
    •  Worldbuilding Mention of key terms quickly understood through gameplay exposition during the quest.

    Character Design & Barks

    Player Character: Magraan Cordova

    Paladin. Detective. Devoted but Tired

    Design
    Weapons
    Barks
    Attacks

    Designed the Player Character visuals, barks and combat mechanics. 

    Magraan is a mix of 2 archetypes, the pious unwavering knight from Medieval Fantasy, and the tired and troubled detective common in Horror Games.

    • Core Fantasy – Her weapons and backstory supports the fantasy of a knight too close to the nightmarish world she swore to fight against.
    • Opposite archetypes – Players decide which archetype will guide her decision making, building a story arch based on player choice.
    • Immersive Writing –  Journal entries (item description, bios, etc.) are written from her perspective, reactive to player action and choice.

    Medic NPC: Dreamweaver Soothsayer

    Sarcastic Liminal Nymph-Scholar.

    Design
    Boons
    Barks
    Bio

    Designed a Medic NPC and the interaction around its found locations.

    An ever young singular hive mind that shares their collective knowledge through multiple bodies,  found on Safe Haven locations.

    • Unique Voice – Character speaks mimicking telegraph style,  distinctive trait for a recurring NPC for the whole playthrough.
    • Clear Design – Heavy emphasis on nature and mysticism with Shaman inspired visuals reflects their gameplay purposes.

    Boss Enemy NPC: The Silk Maiden

    Nightmare feeding from Nature's Chorus.

    Designed the Main Antagonist of the game and her enemy behaviour.

    This enemy is the main antagonist of the story. A towering psychic creature of the void that will hunt down the Player throughout the entire game. 

    • Direct Conflict A mystery to solve before it breaks Reality itself.  Narratively a clear clash with the Player role as a Detective Knight.
    •  Genre Appropriate – Her design of an uncanny human with monstrous proportions with body horror elements creates a motherly eerie look.
    Design
    Weapons
    Barks
    Attacks

    Storyboarding & Trailer Script Writing

    Drafted and sketched a rough pass for the Opening Sequence.

    • Shots Breakdown – A thirty second sequence, six shots in total. All with location, action and camera angle descriptions. 
    • First User Experience – Sequence can be used for marketing and directly links the opening to the introductory quest.

    Voice Over Documentation

    Step 1: Compiled a Voice-Over Actor Casting Document:

    Compiled a Voice Over Actor Casting Document to help our team cast appropriate actresses based on cultural, age, and gender requirements for the characters.

    Step 2: Designed and formated a Voice-Over Script Documentation:
     
    Created 4 VO actor reference sheet documentation with key information about the character as a reference sheet and support material for the actresses, speeding up the voice recording sessions.
     

    Each document includes:

    • Charcter Breakdown – including name, bio, motivations, vocal direction and  design.
    • Script Rundown – All lines of dialogue for the character, with context notes, voice directions, and quest summary.

    Worldbuilding

    (↓ Hover on the tooltips to view the building designs)
    LOC. SUMMARY

    3

    1

    2

    Exterior Designs for the Player's "Town Hub" Locations

    Designed the (LOCATION)'s Cartography

    I sketched a preliminary design for the World Map of the game

    •  Living World – Key locations are varied and unique, the player can enter and navigate each part as an unique experience.
    • Invisible Constranits – Limited by the environment as a natural boundary for the levels, hidden the restriction for immersion.
    • Crafted Exploration – Divided in Mayor  Semi-Open World Areas into phases for narrative and gameplay progression.

    Genre and Content Research

    I created a reference sheet with all research information. 

    Researched different IP’s  from TV, Movies and Games, a mix between Horror, Police Thriller, and Fantasy products.

    • Focus Notes – List of main inspiration draws to identify  overlap of themes and tropes the audience of  these genres seek.
    • Documentation – Included synopsis and link to the trailer for relevant products as documentation for the team.

    THANKS FOR CHECKING OUT THE PROJECT !

    The weight of the truth falls upon the eyes of the righteous”

    -Spindle’s Oath