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Narrative Overviews
Albireo

Documents written to demonstrate the overall backstory, characters, and narrative design goals for the game, Albireo.

The 2 documents had two primary purposes:
1) To serve as references for stakeholders looking for an explanation for something not technical-related in the game.
2) To serve as an internal narrative reference for the team, as it was a live document (continuously updated).

Goals:
- Define the emotional motivation of Radial, the main protagonist, and the world of Albireo

The 2 documents had two primary purposes:
1) To serve as references for stakeholders looking for an explanation for something not technical-related in the game.
2) To serve as an internal narrative reference for myself, as it was a live document (continuously updated).

 

These are also assets we would show to stakeholders that were interested in the game and wanted to know more about Albireo.

Process:
1) Discussed overview of the game with the team
2) Brainstormed ideas, proposed to the team
3) Wrote, wrote more, edited, wrote again

 

 

Discussed: Before their creation, the designers and I discussed big-picture ideas for what this game would be. Our creative director gave me pointers on what this game should become: a space-themed horror survival game where the players defeat difficult sound-sensitive zombie-like creatures. 

My technical designer expressed certain limitations in the Unreal engine for the tech team, and then I was left to create the world of Albireo and design a character, later named Radial, that would be the player. 

Brainstorm: At first, I looked at common space-adventure games like the Mass Effect, Halo, and Dead Space franchises. ( Our team eventually decided that the game was most like Dead Space in its tone and game loop. ) In doing so, our original character was meant to appeal to the broadest audience possible.

He was a male soldier assigned security detail and gets caught in the infection's spread as an immune human. The change to a female student that was a fan of N.A.S.T.A was changed for narrative purposes. I wanted players to believe why Radial was there, and her motivations for escaping. A student working a simple job to make ends meet was more believable than a soldier assigned to a niche spaceship carrying non-weaponry.

Wrote: In creating Albireo as a remote project, I wanted to be able to explain anything. Although much of it wasn't going to be in the game, I wanted to best support our artists especially. Much of the work you see resulted from the feedback I took from the whole team: knowing what our limitations were alongside what the team wanted was part of the challenge in creating the world of Albireo.

These two documents were created alongside meetings with mostly the artists and design teams. The document with the images was primarily created as a reference, but also to convey my ideas to the artists, who need more visual examples from things found in our world and in other games. 

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