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.
Narrative design in a multidisciplinary team
A released time-loop interactive-fiction mystery built around observation, dialogue, emotional control, and clue-driven discovery.

01 · 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
Project scope
Team context
Project roles and team-created work are listed alongside my individual contribution.
03 · Decisions
How the project structured its systems, interactions, and delivery constraints.
Each loop gives the player another opportunity to recognise patterns and uncover information rather than simply repeating content.
04 · Problem solving
Concrete constraints are paired with the implementation or design response used in the project.
Making repeated events feel purposeful instead of redundant.
Structured discovery around observation and accumulating context about the characters and their routines.
05 · Iteration
06 · Project media

What I learned
Future pass
Related work

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

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