Möbius Sight - Game Design Doc

Overview

This is an example of quest area documentation that I created during my Interactive Narrative II final project. It features a number of different quest hubs with branching paths that each tie into the overarching plot, as well as flowcharts that give a simple and easy to understand overview of each area.

Process

The Möbius Sight document is the most elaborate documentation that I have worked on outside of my Senior Capstone project, as it serves as an outline for the main story quest of an entire game. I tried to go into enough detail on each area so that it would be clear as to what makes each one distinct, but also leave enough room for things to be easily expanded upon, altered or cut down. I also made sure to include seperate flowcharts for each quest hub in addition to the final flowchart for the whole game, making it easy to keep track of how each area is supposed to progress.

Bunker Busters - Quest Design Doc

Overview

This is an example of quest chain documentation that I created during my Interactive Narrative II class. For the assignment, we were timed and given one hour to create a series of quests and a basic story in order to practice workflow and industry standard documentation techniques.

Process

I decided to keep things relatively simple for this and create a dungeon crawl with an emphasis on momentum. I wanted to create varied scenarios that gave players a sense that they were constantly moving forward and never doing the same thing twice. By creating a short, all killer no filler questline like this, I was able to accomplish what was asked of me within the time limit while also creating something memorable.

Dialogue Barks

Overview

An example of a similar timed assignment from Interactive Narrative II, here we were given one hour to write one hundred dialogue barks for use among generic characters populating a hub area. Specifically, the area was a base on the moon in a military themed game, with references to aliens and the background plot being peppered throughout.

Process

My process for this was to try and balance the amount of flavor text barks with the barks that contained actual information or tied into the plot. That way the dialogue from the characters would feel more natural instead of having everyone focused entirely on one thing. Due to the strict time limit, I decided to keep the barks short and organize them based on the NPCs rank on the base and what the trigger condition would be for each line.