Narrative Postmortem


Hello, I'm Bodie Allen! I was the Narrative Designer for this project. 

We used github, and a kanban board, for this project. I had 21 hours projected for my work on the kanban board, but it ended taking much less time than anticipated. I spent time writing the backstory for the player character and the villain, world backstory, dialogue, and instructions. I also planned and filmed the short gameplay trailer, and made the itch page everything is displayed on. 

I think the most difficult part of the project overall was communication. We often each got focused on what we were doing, and forgot to check up on one another to make sure everything was aligning or fully understood. Role-wise, the most difficult part was not completely understanding what to do next. I often felt that I got through what I needed to very quickly, but didn't know what next to do.

I learned that bottom line, communication needs to be at the absolute forefront of any project. Having a bunch of ideas is fine enough, but if no one knows what the others are really doing, then it all falls apart. I've also learned that, as far as I understand, narrative elements can be completed relatively quickly, so I can spend extra time offering help to other areas that may need it.

I'm proud of the little lore bits that I wrote, even if most of it never made it to the game. I think it's important for a story to get fleshed out even if it'll never be seen, that way it FEELS fleshed out. My best example is the instructions given by the Wizard King. Without writing his backstory, I don't think the instructions would have the voice that it currently does.

Google Doc with story bits : https://docs.google.com/document/d/1MA8gz5sDO_QvkhNSSwFSuMdHuwpCfUsYGutAs-7jyYA/...

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