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GAME & NARRATIVE DOCS.

DESCRIPTION

Over the past few years, I had the opportunity to produce various documentations focused on the analysis and development of narrative content, in order to share a common vision and to communicate experience intentions to my colleagues. Through these works, I was able to make my understanding deeper of game structures as well as the different possible approaches to integrate narration within a video game experience. 

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The documents present in the Game section are written in French. Only the documents from the Narrative Section have been translated into English.

WHAT I DID (GAME)

Fast FPV & Feel Analysis

During the preproduction of Parkouromancy, it was necessary to understand the structure and player motivations of the Fast FPV genre through selected references in advance, in order to identify the main features of this type of game. After this, it was important to identify the key elements of game feel, given the importance of navigation flow in parkour games.

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I wrote this documentation with the goal to present it to the entire team, in order to guide our intentions and design choices, while deepening our understanding of the basics of game feel in this kind of game.

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This documentation included :

  • A simple definition

  • The widespread genre mixed with the Fast FPV

  • The player skills necessary to progress

  • An overview of the evolution of the player’s understanding

  • An overview of the Level Design structure

  • A list of movements available for the player

  • The type of obstacle present in game

  • The behavior of ennemies (AI) & Player challenges

  • A macro Game Loop​​

  • A list of game feel elements present (with video sources)​

Stealth Game Analysis

Within the scope of the preproduction of a mobile project realised when I arrived at RUBIKA, we had to analyze a game genre corresponding to the project, in parallel with the gameplay design. An in-depth analysis of the stealth genre was produced in pairs, in order to identify the main features specific to the genre, with a view to adapting it to a mobile game format.

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I wrote this documentation with the goal to present it to the entire team, in order to clarify the gameplay elements specific to this type of game and to better guide our intentions and design choices for the future.

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This documentation included :

  • The identification of player motivations in the stealth genre (Quantic Foundry)

  • The detailed analyses of different stealth games (information sheet / Game loop / Gameplay / Interactions with the LD / IA Behaviors / Meta progression / USP)

  • The identification of generally present features points in the stealth genre

  • Development of a macro game loop for the stealth genre

  • Development of several competitive matrices

WHAT I DID (NARRATIVE)

Side Quest - A Plague Tale

One of the most important aspects of A Plague Tale Innocence is the relationship between the two protagonists, Amicia and Hugo. How do these two children, of different ages but united by a bond of blood, gradually learn to know each other in a distress world ? It’s all this narrative build-up that players experience throughout their adventure. So I took to the exercise, imagining a side quest that integrates into the narrative structure, while possessing its own identity and offering new situations.

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First of all, I analyzed the narrative structure, in order to understand how the story is built and how the gameplay reinforces this narration.

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For the development of this side quest, my gameplay intentions were to accentuate the cooperation between Amicia and Hugo, while offering a sequence focused on survival and adaptability in a hostile environment. The goal was also to provide several answers regarding the origin of the Sanguinis Itinera, to further highlight the impact of the disaster on civilians and to strengthen the emotional attachment of the player towards the two protagonists.

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To do this, I defined the key parameters of the quest and detailed each of its sequences, explaining my narrative and gameplay intentions.

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Finally, I wrote a detailed description of the quest locations, working sequence by sequence, in order to communicate to level designers and artists a better visualization of the game space from a narrative point of view.

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This documentation included :

  • An analysis of the narrative structure

  • The details of my side quest, with the intentions and the outline of events, sequence by sequence

  • A diagram of the pacing of the quest

  • The details of the places, with the intentions and the outline of events, sequence by sequence

Narrative Game Feel - Bendy

As part of a narrative design exercise, I had the opportunity to explore another narrative approach: reinforcement through game feel. Indeed, the player’s immersion and his feeling in the game are essential factors for creating a physical and emotional connection with the video game experience. These are the two aspects that I was able to address during this exercise, where game feel reinforced the narrative sequences. I focused on the game Bendy and The Ink Machine, a first-person horror game relatively simple in terms of game feel.

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First, I analyzed the game, in order to understand the gameplay and game feel elements already present, as well as the game's design intentions.

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I presented the pitch of my sequence, which I divided into several points, in order to manage the narrative pacing and integrate different game feel elements. Here, my intentions were to play with the existing game feel elements and to highlight them more during the micro-sequences. Each micro-sequence consists of a description of the progression of the story, explanations about the player’s actions and game feel intentions that serve the narration and make it unique. This working methodology allows me to communicate my intentions to my collaborators and to reinforce the narrative experience for the player in the game.

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This documentation included:

  • An analysis of the narrative structure and the game feel elements present

  • The details of my sequence pitch, with the game feel intentions announced by micro sequence

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This exercise allowed me to realize that narrative and emotions can be transmitted through the game feel. It made me aware of the importance of interactions in a sequence, the player's reactions and the necessary link between mechanics and atmosphere, which contribute to create an immersive experience.

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