Narrative Design
Narrative design for me personally is about considering ways how every element in a game can be instrumentalized to state and further reinforce a game’s overall theme and narrative structure. Obviously this does involve writing text and thinking about potential narrative beats that need to be hit. However, it also means considering ways to correctly frame other elements (such as progression systems, level- and enemy design) in such a way that they reinforce a game’s narrative.
Here are some examples from my commercial game projects that I feel best reflect this approach of mine:- GB Rober (Intro Sequence, Boss & Stage descriptions)
- Virtue's Heaven (NPC dialogue, Narrative framing of upgrade systems)
- Splinter Zone(Run-Tracking via free-verse poem generation)
If you're interested seeing some of my more longform writing, feel free to look over my Blog's Archive