Narrative/Quest Design
Using the Twine application, I have ample practice with branching narratives and choice-driven gameplay. The goal in each quest is to provide multiple ways to complete it.
In this sample Twine RPG (working title: "Homecoming"), the player takes the role of a human colonel on an alien planet. The player faces a moral dilemma: Will you help a grieving husband retrieve his spouse's body, or will you help the aliens gain new knowledge to better understand the planet's technology that killed the spouse? |
Analysis and ReviewAs a freelance contributor for Geek Girl Authority, I provided thoughtful and in-depth analysis of groundbreaking new video games. My writing focused on identifying and exploring unique storytelling and gameplay systems.
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Worldbuilding/Campaign PlanningIn addition to practicing narrative design for video games, I also have practiced storytelling and worldbuilding as an enthusiast of tabletop RPGs. I have tried out new story concepts and homebrew content in a manner very similar to paper prototyping.
In this worldbuilding document, I provide the detailed information on my original fantasy setting "Mirakon". In addition to providing the continents and realms, I also include locations, noted figures, and deities. ![]()
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Level DesignAlso as part of my tabletop RPG paper prototyping, I have also engaged in level design and quest design. I have kept my players engaged in all types of gameplay actions, with clearly marked paths and options.
In this sample quest, I designed an adventure for the Dungeons & Dragons, 5th edition tabletop RPG. The adventure largely focuses on presenting a variety of challenges and enemy types for players to face. Most notably the adventure's primary objective: the demonic ooze known as an "alkilith". ![]()
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