Narrative design in a multidisciplinary team

The Choice

A released time-loop interactive-fiction mystery built around observation, dialogue, emotional control, and clue-driven discovery.

My role
Narrative Designer
Context
Three-person team project
Period
2025
Status
Released Windows build
  • Unity
  • Narrative design
  • Interactive fiction
The Choice cover art showing its central pixel-art character
Cover art from the team’s released itch.io page.

01 · Overview

Project overview

The Choice follows a protagonist trapped in a repeating day who must observe routines, uncover clues, and understand the conflict behind each cycle.

Role: Narrative Designer. The other team members handled programming and 2D art.

02 · My role

What I built

  • Designed narrative content and progression for the team-developed interactive-fiction project.
  • Worked within a three-person team alongside dedicated programming and 2D art roles.

Project scope

Project-wide capabilities

  • Story-driven exploration, repeated-day structure, observation, clues, and dialogue.
  • A packaged Windows build delivered through the team’s public itch.io page.

Team context

Credits and team roles

Project roles and team-created work are listed alongside my individual contribution.

  • Role: Narrative Designer.
  • The other team members held the programming and 2D art roles.

03 · Decisions

Project decisions

How the project structured its systems, interactions, and delivery constraints.

Repetition as narrative structure

Each loop gives the player another opportunity to recognise patterns and uncover information rather than simply repeating content.

04 · Problem solving

Challenges and responses

Concrete constraints are paired with the implementation or design response used in the project.

Challenge

Making repeated events feel purposeful instead of redundant.

Response

Structured discovery around observation and accumulating context about the characters and their routines.

05 · Iteration

Testing and iteration

  • The team delivered and packaged the interactive-fiction project as a complete Windows build.

06 · Project media

What I learned

What the project changed

  • How narrative intent must be communicated across writing, programming, and art roles.
  • How repetition can support discovery when each cycle changes the player’s understanding.

Future pass

What I would improve

  • Publish a short narrative flow map or writing sample that shows the credited work in more detail.

Related work

A Conquista cover with illustrated characters in front of Óbidos Castle

A Conquista

EPIC-WE Cultural Game Jam #04 · six-person teamReleased downloadable build

A released visual-novel adventure about infiltrating medieval Óbidos and opening the town gates, created by a six-person cultural game-jam team.

Role
Programmer · Credited as “Crafter”
Built
Implemented player movement, the dialogue system, level boundaries, and the sequencing of dialogue and game events for the jam build.
  • Unity
  • Narrative design
  • Rapid prototyping
Click, Call, Chaos typographic project cover

Click, Call, Chaos

Team Project · Sole Programmer · three-person teamPlayable Windows prototype

A short satirical narrative simulation about organising a cultural event through emails, calls, taskboards, calendars, and public bureaucracy.

Role
Sole Programmer
Built
Implemented all game code and integrated the project’s visual assets and narrative script, which were created by other team members.
  • Unity
  • C#
  • Interface-driven gameplay