A Dinner and a Heist
Team: 5 People Tools: Unity | NodeCanvas Role: Narrative Designer, Writer, Puzzle Designer Timeline: 5 Months
Overview: Non-linear dialogue puzzle game
Team: 5 People Tools: Unity | NodeCanvas Role: Narrative Designer, Writer, Puzzle Designer Timeline: 5 Months
Overview: Non-linear dialogue puzzle game
Play as a hacker in the middle of a bank heist.
Balance hacking into the bank systems, while also being on a date with the bank owner.
Get information from the bank owner to disarm security and help your crew get in and out.
Complete the heist while on a lovely date, and if you say the right things he might just pay for the meal.
Create a compelling story where the player wants to keep reading
Design puzzles that force the player to balance taking part in the date and hacking the bank.
Create mechanics that are accessible to the average player to be able to read and play at the same time.
Branching dialogue paths used within the game
Player progression through gameplay and narrative beats
Creating the story beats to map out player progression within the heist.
Writing all the dialogue and creating the separate non-linear branches.
Creating puzzles that work cohesively with the narrative and progression of the game.
Writing puzzle dialogue which give hidden pieces of information through dialogue branches.
You have to accept that some work may end up being unused. There was a lot of writing that had to be cut form the game due to constraints we could not have forseen. It was hard to see all my work being scrapped, but I had to accept it for the sake of the game.
It is incredibly important to have good communication between roles. With the narrative and puzzles being so closely related I had to clearly communicate all my narrative concepts with the puzzle lead. As soon as we stopped communicating a divide would be created between these two roles and affected tasks would have to be redone.