Narrative design in a multidisciplinary team

The Choice

The Choice is a released time-loop interactive-fiction mystery built around observation, dialogue, emotional control, and clue-driven discovery.

Role
Narrative Designer
Context
Three-person team project
Period
2025
Status
Released Windows build
  • Unity
  • Narrative design
  • Interactive fiction
The Choice gameplay showing a dialogue-driven scene
A scene from the team’s story-driven mystery.

Narrative role

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.

Narrative work

  • 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.

Design decisions

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

What was hard

Making repeated events feel purposeful instead of redundant.
Structured discovery around observation and accumulating context about the characters and their routines.

Released build

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

What I took from it

  • 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.

Project media

The Choice cover art showing its central pixel-art character
Cover art from the team’s released itch.io page.